The internal build is very solid and I'm very happy with how it handles surface/scenery, door, window, and adjacent location examination. One of the aha moments was in how these actions have evolved. Looking and throwing objects towards a compass direction or adjacent location have always been part of the system. The evolution of looking was in the addition of separate look text and when it is defined it is used over the body of the location text. The location text has always been constructed from the intro, title, and body and even the game display mode controls how these display. The ability to have different display modes, like book, cinematic, modern, and classic affect how locations are described. Now with additional look text and door, window, and surface text, the expressiveness has really evolved. Being mutable with rules makes it even more dynamic to have evolving locations based on your world state. With the addition of listening in a direction that makes for really interesting possibilities. An aha moment was with the button object and mechanic. The button mechanic is a verb strata that was initially designed for the pressable object. The aha moment was extending the press verb to additionally act on compass directions, ala Zork III. Now the forthcoming version supports the button mechanic on doors, windows, and surfaces like walls. Being able to write rules that trigger when you "PRESS THE EAST WALL" is now 100% doable and quite simple to express. It becomes utilizing the Before or After Push event then rules that narrow the scope and finally checking the Portal Type and/or the Portal Value. Portal Type tells you if the action happened on a passage, door, window, or surface. Portal Value tells you the direction of the action. Because of the complete mutability of the entire world with rules, constructing or removing passageways is just a matter of using rule outcomes to update the door or window state. The door state can create open passages or doors in any of the open, closed, or locked states. The window state allows creating windows or changing one to open, closed, or locked. I'm already working with this in my reference game and will be happy to show it off and demonstrate how easy it is to do this. Combine all this with room lighting, listening, smelling, and throwing, some seriously interesting puzzles can be constructed that just utilize the mechanics of the engine and objects. So exciting; I can't wait to release this build.