Highlights
- Lab flow was adjusted so the lab menu controls enemy spawning more explicitly, and the default training enemy was removed from the lab room.
- Character selection received a major presentation pass: a terminal-inspired layout, cleaner passive cards, revised keycap drawing, updated room setup, selectable character thumbnails, and player tint placeholders.
- Map navigation was rebuilt into a branching tree with terminal-style panels, room icons/sprites, selected-room highlighting, and tighter integration with roll-chance information.
- The broader UI was unified around a shared SU-93 terminal style, including HUD, menu, market, result, history, special, game-over, win, settings, tutorial, compendium, and lab screens.
- Roll chance progression was rebalanced with a 20% cost increase and improved display behavior during the roll animation.
Dev tool Lab menu and enemy spawning
- Updated the lab UI creation and drawing flow to better support menu-driven lab setup.
- Added lab step logic to manage enemy spawning from the menu state.
- Reworked lab presentation so setup choices are clearer before entering combat tests.
- Removed the pre-placed/default training enemy from the lab room.
- Simplified lab UI creation now that enemy spawning is controlled by the lab menu flow.

Character select terminal redesign
- Rebuilt the character select screen around a more polished terminal-style interface.
- Iterated on layout dimensions, presentation spacing, call-to-action behavior, and room setup.
- Refined passive-card presentation and keycap drawing for cleaner readability.
- Restyled character select UI assets and adjusted the character room composition.

Shared UI polish
- Added a shared line-background treatment to several UI rooms.
- Tweaked menu, market, localization, and run initialization details as part of broader UI cleanup.
Map screen foundation
- Added map room sprites for battle, market, special, and dead-end node types.
- Began wiring the character select flow into the map UI.
- Reworked the map screen into a larger terminal-style layout.
- Fixed draw-color scope and room-icon styling issues discovered during the map UI pass.
Branching map tree
- Reworked the map UI into a navigable branching tree.
- Iterated on node sprite rendering, direct room sprite usage, room icon presentation, and selected-room feedback.
- Added a circle highlight around the selected map room.
- Fixed variable redeclaration and helper-scope issues in the map drawing code.
- Adjusted the map room layout and removed earlier placeholder-style square/letter node visuals.

Roll chance integration and balance
- Moved the roll chance bar into the map player-information area.
- Hid the map while the roll chance animation plays to avoid visual overlap.
- Increased roll chance cost scaling by 20% and exposed supporting values through run initialization and helpers.
Shared SU-93 terminal UI pass
- Added shared UI layout helpers for terminal-style panels.
- Applied the shared SU-93 terminal style across gameplay HUD, menus, lab, market, history, result, special, game-over, win, settings, tutorial, and compendium screens.
- Cleaned panel helper usage and room controller placement across multiple UI rooms.
- Added character-select sprite assets and metadata for Operator, Scheduler, and Sentinel screens.
Character thumbnails and tint placeholders
- Added selectable character thumbnails for the character select flow.
- Added player tint placeholder values for future character-specific visual identity.
- Updated character select sprite origins/metadata for consistent thumbnail presentation.
