DEV BLOG / 26
Bringing the shared interface together for delivery
A lot of small corrections, then the work of getting the same version into the right packages.

The economy update touches several screens, which makes this a good time to bring the interface corrections together.
This is mostly small, practical work. Text has to fit. A queue needs to notice when a player has been taken. An action should still be readable when it has focus. None of that needs a grand announcement, but all of it affects how the game feels to use.
What changed since the financial rebalance
- Values and headings fit more consistently. Typography, captions, pace labels and section boundaries have received another pass.
- The draft queue has clearer sizing and freshness. Taken-player state needs to update alongside the draft, not remain an attractive suggestion for an impossible pick.
- Light mode and focused controls are more readable. The same interaction should remain clear across the saved themes.
- Forms have clearer boundaries. Fields, confirmations and their surrounding sections are easier to distinguish.
- Coach biographies and appearance details received attention. Hair swatches, profile context and splash-title proportions sit inside the wider visual review.
- Injury, budget and roster confirmations are more consistent. The action and the result need to tell the same story.
- Compact and expanded companion layouts received corrections. The game should retain its context as the workspace changes.
- Packaging uses a common version. The Windows, Android, Server and Office builds need to come from the same source so I can compare the same work across them.
Small fixes are still development
I’m trying to resist the urge to treat this as “just polish.” A stale queue can lead me toward a player I can’t draft. Poor contrast can hide the action I need. An awkward confirmation can make a correct rule feel broken.
At the same time, a reported issue isn’t automatically a reproduced defect. Some need a particular layout or saved state before I can see them clearly. Those unresolved cases remain on the list.
One version, several destinations
Matching packages matter because otherwise two installations can be showing different work while I assume I’m comparing the same game. The source freeze and package identity provide a useful checkpoint.
They’re a checkpoint, not a finish line. Making the packages, installing them, checking their behavior and accepting the final visuals are different steps. I’m not announcing every gameplay path as complete because those files were produced.
This is also a fair reminder of how far I’ve come from the early scripts. I’m more comfortable organising the project now. I still need to be careful about what each bit of evidence actually tells me.
Next on my list is the Inbox. The messages are there, but finding the one I need and getting back to it should take less effort. I also need another pass at the packaged game, especially the smaller layouts.
