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 three parts of the interface:
- The time-control layout.
- Floating labels that showed undefined.
- 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, at the top of this page, 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. Figures: docs/design/concepts/direction-C-void-premium.png (the generated concept on the old card) and docs/design/concepts/start-screen-reference.png (a start-screen capture), both committed to the Probetheus repository June 11, 2026.
This retrospective separates the original work date from publication. Historical test results are not claims of a new test run.

