After a few longer play/balance sessions, one problem became obvious: the UI was making me do too much context-switching for basic decisions.

So this pass was less about adding brand-new mechanics, and more about building a better control room for the mechanics that already exist.

What changed since the last update

– Buildings + Upgrades are now one linked Systems view (master-detail), so I can pick a system once and immediately tune its upgrades below.
– The Existence Department is now a real always-on system (starts at 1), visible at the top, and intentionally not purchasable.
– Layout is tuned for flow: more space for system/building scanning, less wasted space in the upgrade list.

Balance is still unstable in the longer run, but now I can actually target the weak points faster. Early game readability is better, and the progression tuning workflow feels way less chaotic.

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