The twelve-world game was playable, but the board still needed to show more of what was happening. I have been rebuilding the feedback around each order: fleets travel between worlds, colonies develop a visible identity, and discoveries, repairs and conflict receive their own small responses. The aim is to make a decision feel connected to a place.
Sunrise now walks through the changes in a round instead of simply replacing the numbers. Income, construction, research, growth and other events have a sequence, followed by a written account of the actual result. View all and Inspect keep the details available afterwards. Skip settles to the same saved outcome, so watching the presentation is a choice rather than another requirement for taking a turn.
The art pass adds living versions of five biome families, clearer fleet headings and different states for construction, population and recovery. I have been tightening captions and action placement alongside that motion, especially on smaller phones and at large text sizes. Normal, Fast and Instant playback, Living worlds and independent sound preferences give the presentation room to suit different players.
I sent version 1.0 build 2 to private internal TestFlight on 4 October. I’m still refining the presentation locally and testing those changes. I need to play it to decide whether the pace is clearer and the worlds feel more alive. I’ve put the larger game and additional platforms aside while I finish the iPhone version.