Thank you! I invested a lot of time into balancing between “too much at once” and “boring” on the timeline. I’m glad that’s flowing properly!
A good suggestion, but I probably won’t have the juice for it. With maybe exception of a couple more extreme TFs I’m going to make an effort to make toggle-able, toggles will be tricky. Outside of the main gameplay loop, all the TFs show up as multi-day puzzles / events, and making branches to handle shutting some of them off increases the scope of work exponentially.