Thanks for the idea! Offline progress was a deliberate design choice, the game runs in the background so you come back to resources accumulated, not a "catch-up" session. A speed mechanic would effectively let players skip the pacing, which breaks the tension the game is built around (fire going out, raids hitting when you're away, resource caps forcing decisions). That said, I hear the frustration, if the offline catch-up feels too slow, it's more likely a cap or production balance issue. Worth noting for future tuning!