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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