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Probetheus / Retrospective

Distance becomes part of the production line.

Probe travel and hub queues make the space network behave like a system with visible bottlenecks.

Development through
Published · Keaton Anderson

Actual Probetheus application captured September 13, 2026; replaces the earlier visual direction study.
Actual Probetheus application captured September 13, 2026; replaces the earlier visual direction study.

Gameplay preview

Local gameplay capture · Silent
A probe scouts along a two-point route, sending out pulses and revealing a signal. Captured from a fresh local game after deploying through Hub Operations.
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Travel should cost time

The latest retained June milestone makes probe travel depend on distance. A first-in, first-out intake queue gives arriving work an explicit order. Together they make network placement and hub congestion part of the same decision.

Let the player set the lesson's pace

The tutorial uses Back and Next controls instead of timed transitions. Related fixes address the time-control layout, undefined floating labels and closing the throughput panel. These are small interface changes with a shared purpose: make the simulation easier to inspect.

Replace the mood board with the game

Jalyper's old card used a visual direction study. The new image is a capture of the actual local application. The project remains in development; this retrospective does not claim a new distribution or measured improvements in player retention.

What I learned

A throughput display is useful only when travel and queuing obey understandable rules. The tutorial also needs to wait for the person doing the learning.

Sources & development context

Probetheus commits d820821, dfa80d6 and 7953023; current index.html and game systems. Work date follows June 11 history. Local application screenshot captured September 13, 2026.

This retrospective separates the original work date from publication. Historical test results are not claims of a new test run.

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