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Correction, because I quoted a number in this thread three times and it was wrong. I said the first screen carries 110 text labels and 29 controls. That was a DOM count, not a screen count. It included the Fleet and Upgrades panels, which are hidden on day one, and the store shelf view, which lives on a tab that is not the active one. Measured properly at the 420x840 the embed actually runs at, day one shows 45 labels and 13 controls, with about 45px of scroll in the panel. So the wall I described is not the wall that exists. I should have measured what is on screen instead of what is in the document, and I published the wrong figure while arguing from it. What it changes: the game already stages more than I gave it credit for. Fleet is hidden until three deliveries and Upgrades until shift two, both via the game's own unlock rules, and that was working the whole time. HKM, your guess that all four systems are on screen at once on day one was reasonable but it is not what happens - two of the four are already withheld. What it does not change: the type sizes were genuinely broken and that was the real defect. Product names at 6px is unreadable at any density, which is why c-whiskey could not play it at all. That is fixed. The two bugs CoderGenius72 found - the gate with no exit, and English speakers being handed Spanish - were real and are fixed. The subtraction argument still stands on its own merits, it just cannot lean on my bad number. If anyone wants to hold me to a figure now, it is 45 and 13.