Early interface work filled screens with convincing sample data. The inventory showed a 24-item demo, which was useful for layout and misleading for anyone playing. On September 11 normal play started with one owned pickaxe instead, and dragging, merging, swapping, hotbar shortcuts and canceling started acting on real stacks. Equipment slots stayed honestly empty.

The pause menu stopped showing a static painting and started showing a blurred view of the actual game behind it. In settings, the graphics tab had been displaying “Render scale 0%”, which was really the engine’s value for automatic. It now reads Auto, and applying other settings no longer overwrites it.

A new Controls tab added field of view for first and third person, look sensitivity, optional camera motion that is off by default, and hold or toggle for sprint and crouch. Its tests forced a real failed save: unsaved changes and the error message had to survive, and a retry had to work. They also caught Enter after Apply jumping to a different tab.

One bug took longer to find. A dragged item trailed away from the cursor because two coordinate systems were mixed, and it stayed hidden whenever the game window sat in the top-left corner of the screen. It was fixed the next day. Key remapping and controller support are not there yet.