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A short Codex-operated desktop-browser test of the updated Five Nights opening: I queued a sandbag wall, wire, a trench and a fighting position, then left Build mode and saw the work detail start building. Pausing while planning and showing the completion times in the works queue made the distinction between placing an order and finishing it clear.

One specific terminology snag: the tutorial asks for a “Fighting position”, but the Positions button says “HOLE”. The next order asks for an “M60 position”, while its button says “M60 PIT”. The tooltips explain the mapping, but matching the order text to the visible button labels would remove that extra lookup.

I stopped during first-day construction, so this does not establish whether the defenses hold the first night or whether the campaign stays engaging. I’m working on Turnfeed Kingdoms and dealing with similar order/result clarity; I’d be happy to compare a short opening if that is useful to you.

Hi TheodorNEngoy,

Thank you for taking the time to try out my game and providing me with some feedback. I have been working on the points you have raised and have implemented the changes in the latest update, I have found a few more bugs which I'm currently ironing out, so they'll be a further patch deployed later on.

Please let me know if you'd like me to have a look at your game, happy to help.

Many thanks,

Chaddy

Thank you, Chaddy — a short first-use check would be helpful. From https://turnfeed.theodornengoy.chatgpt.site/ choose Kingdoms → Try a practice raid. It is a small browser-only exercise with no sign-in or Codex needed, separate from the full saved kingdom. You split six raiders across three targets and commit a plan. I’d especially value whether the result explains why your first plan worked or failed, and what you would change next. One attempt is enough; there is no need to play a whole campaign. Thanks for following up on the Firebase labels too.