Gameplay & Simulation
Added proper inspection for traders and thermal vents via right-click.
Health display improved; hidden for volcanoes and traders where irrelevant.
Prevented selling the main shipyard to avoid soft-locking the session.
Underwater habitat beacon updated.
Fixed excessive resource stacks in trade convoys caused by legacy import logic.
Improved oxygen simulation:
Added citywide oxygen bar.
Habitat tiers clarified: Tier 1 always consumes oxygen but not food.
Tier 2 and higher now use food resources; starvation audio restricted accordingly.
Added oxygen and food deprivation sound effects (gasping, hunger growls).
Fire simulation updated:
Fires consume oxygen in the building inventory.
When oxygen reaches zero, all occupants die and the fire extinguishes.
Random death events return for habitat fires.
Collapse, fire, and risk rates increased; deep-sea high-pressure regions further amplify collapse danger.
Deep-sea biomes now apply ambient damage (up to 1 damage, 10 times per minute).
Wheat and aquaberry farms no longer function in deep-sea biomes; these must be imported.
Food requirements no longer scale with habitat leveling to maintain manageable progression.
Markets, schools, and theaters now operate based on distance:
Market: 1 tile
School: 2 tiles
Theater: 3 tiles
Added operational radius indicators and updated tooltips.
Markets can now handle aquaberries for feeding nearby habitats.
UI & Interaction
ESC improvements:
ESC closes the inspector.
ESC can also close the ESC menu itself.
Right-click can exit the trade menu and ESC menu.
Added darkened background layer under the ESC menu.
Cursor fixes:
Cursor no longer disappears when interacting with the minimap.
Cursor re-enables properly after minimap clicks.
Cursor hiding logic corrected.
Resources always visible unless specifically restricted for trading.
Added descend beacon visual and a to-do list for upcoming icons.
Tier 1 habitat descriptions updated.
Citywide oxygen bar added for clearer feedback.
Updated underwater UI visuals and warehouse menus.
Import/export warehouse visuals reworked; building layout aligned.
Population and city rating displays now visible by default.
Build date now shown on-screen.
Grass now hides automatically beneath structures.
Clicking a new build button now cancels previous placement.
Build menu behavior improved to prevent accidental multi-placement.
Building button hider fixed—buttons now import correctly before being hidden.
Added pulsing highlight effect to certain UI buttons.
Art & Visuals
Building glass recolored to a blue-grey tone.
Updated farm graphics and seabed fidelity.
Added visuals for aquaberries.
Deep-sea lighting tests implemented.
Deep-sea lights now disabled in non-deep-sea missions.
Added whale skeleton generator for deep-sea environments.
Implemented full deep-sea magma biome.
World, Biomes & Environment
New shortcuts in the main menu for quickly loading specific biome test scenarios:
Enemy encounters
Deep-sea darkness
Magma
Magma + darkness
Traders now correctly rotate before moving.
Mutants and pirates no longer spawn in editor test mode.
Enemy spawn settings and timing now work consistently across all missions.
Light combat features added.
Metal and oil nodes now provide tooltips.
Updated obstacle removal system—now safer and cannot desync between visual and data states.
Audio
Suffocation, gasping, and starvation audio added.
Increased gasping volume for low-oxygen warnings.
Habitat starvation audio suppressed before Tier 2 requirements.
Missions & Objectives
Mission 1 objectives updated and rewritten for clarity.
All objectives for Missions 1 and 2 fully implemented.
Mission 3 objectives system set up.
Objective scripts cleaned and reorganized.
Objective building-placement checker rewritten for higher reliability.
Enemy wave spawn timer updated.
Progression, Rewards & Meta Systems
Total upgrade bonuses now displayed in the main menu.
Added a basic card-style upgrade system to the main menu.
Rewards can now be clicked to select upgrades.
Balance revised:
Losses provide significantly lower rewards.
Wins provide higher rewards.
Fixed bug where the game always remembered the last mission as a win.
Improved end-of-mission and victory screen transitions.
Work begun on post-game summary screen featuring reactions based on player performance.
Technical & Stability
Fixed cases where oxygen transfer errors occurred between import centers and warehouses.
Fixed null checks related to goods unloading.
Disabled demo resources; replaced with full resource set.
Added extensive safety logic to prevent resource-retrieval subs from launching before origin structures are fully initialized.
Increased collider sizes on buildings to improve clicking accuracy.
Fixed issues where node-based buildings could be placed more times than available nodes.
Fixed unemployment bug.
Updated various tooltips, including medic facilities and trade relations.

