**Fourth review, same day (owner decision):** every press of the interaction key answers; with nothing in reach or nothing to do at the locked fixture, the notice says so, so the player always knows the input registered. Closed as an implementation gap: a closed door blocked only from the room behind it, which does not exist in the scene until entered, so the astronaut could walk into the sealed R-3 ward and be trapped; a doorway is now shut for both rooms when either side is closed.
+
**Fifth review, 2026-09-16 (owner reported the first departure of a fresh save meets an unwinnable horde and asked whether that was designed; it was not, and the owner said go ahead):** the opening is tuned to be won from the dock doorway with the starting rig and lost by walking into the aisle, and a scripted play of the real simulation (Flood.Tests.Core, OpeningBalanceTests) proves both before every commit. Pressers are the slow majority: 1.0 m/s, sight 9 m, a 0.9 s draw-back, 0.1 condition per strike, 1.6 s recovery; the Projector readies in 0.6 s; ordinary fire is heard only within 4 m while loud work still carries 40 m; the Caller's sight is local, 6 m. The aisle holds two separated Pressers just inside the dock door (the teaching pair the opening page already asks for) and twenty past the bend, one band, placed by authored standing groups rather than scattered over the room; a notice on first entering Cargo Turn names the pair, the Projector and the Barrier. Two decisions on questions Combat Rules left open: the Threat Sensor ranks a Caller mid-call first, then anything already coming, then standing bodies, nearest within each rank, so "focus it" is possible while the crowd stands nearer; and a body that is shot knows where from, so a shot pulls one body rather than waking a room. The catalogue for this slice cycles opening, rescue, language: the Release Walk layout had nothing to do in it and is out until it carries an objective. Open for the owner: a living return keeps the arrangement, so the rescue and language expeditions are reached only through a death; and the R-3 ward door opens only during the crossing, so the Arc Emitter behind it cannot be reached.
+
## Leading story draft — explicitly open to change
The owner is leaning toward this variation of the hospital direction: