The project finally feels like it has a pulse.

What started as me getting lost in Godot project structure has turned into a living little death machine: time advances in ticks, people age through the simulation, and the first real wave of deaths now collides with worker limits. When capacity can’t keep up, backlog stacks fast, and suddenly the system feels tense in a way I really like.

The game is also much more readable now. There’s a full Death Control panel with a live death-age slider, births-per-day and dying-per-day flow stats, worker count vs processing capacity, and an over-capacity warning when the system starts falling behind. I added a population distribution graph by age so you can see exactly where the spike is building, plus a clear at/above-death-age count to predict pressure before it hits.

Body state tracking is now visible too: totals plus an “expiring soon” bucket so decay pressure is easier to manage at a glance. And the top resource strip now tracks the whole economy in one place (Population, Death Workers, Bodies, Souls, Karma, Vessels, RP, Prestige Points) with per-day deltas.

I also added the soul extraction interaction, and that’s the part I keep coming back to. Clicking the Earth and watching souls drift upward with the VFX has way more feel than I expected. On top of that, the first buildings are finally in and already doing work (Death Worker Shed and Soul Extractor), which makes it feel like an actual incremental game instead of just a simulation sandbox.

The bad news: balance is absolutely wrecked right now 😀 Progression is all over the place, numbers spike too hard, and tuning needs a serious pass. Honestly, that’s a good problem to have. At least there’s now a real economy to break and fix.

I also added big-number support early using ChronoDK’s Godot class:
https://github.com/ChronoDK/GodotBigNumberClass

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