A few days ago I said the project finally had a pulse. That is still true. But now it also has pressure, better instrumentation, and enough sharp edges that balancing decisions actually matter.
The short version: I spent this pass making the simulation harder to misunderstand.

What Changed Since The Last Update
– Death flow was restructured into a clearer chain: deaths now become `dead_humans`, and workers harvest those into `bodies`.
– Manual death-worker hiring is gone. Death Worker Sheds now provide workers automatically, which removes busywork and keeps focus on system planning.
– Population pressure is easier to read with chart overlays for birthrate and death likelihood, plus absolute y-axis values.
– Resource cap states are explicit: red when capped, yellow when you are close within 1minute to cap.
– Boss visibility improved with a clickable status line and a details panel. But actual bosses are not decided on yet
– Reincarnation throughput is clearer thanks to 7-day averaging on reincarnations/day and better pacing feedback.
## What improved for the player
Before this, too many failures looked the same from the UI: “numbers feel bad.” Now I can tell *why* they feel bad. Is rot pressure climbing? Is harvest capacity lagging? Is a cap silently wasting production? Is a boss timer about to punish me? Those answers are visible now.
That visibility changed how balancing feels. Instead of guessing, I can push one parameter and actually read the consequences.
Balance is still not done, feels better at start and after prestige but after that its all over the place.
I am also happy with how the game fantasy is landing.
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