
In v1.5 we rebuilt the deck. Now the place where it is played has had its turn: the shared screen has a new structure, panic cards have become full scenes, and the space outside the hull follows its own physical rules.
Turn phase, active player, event description, pending response, alert level, current card, deck and discard pile now live in one central console. Duplicate bars are gone, cards use their true 5:7 format without empty margins, and the active player node grows in place. There is less instrumentation noise and more of the game itself.
A panic card now takes over the shared screen for eight seconds: the signal breaks, a CRT sweep locks in, the animated card appears and a countdown begins. Back-to-back events enter a queue, audio starts with the actual reveal, and the exact panic card remains in the console while its outcome is being chosen.
Procedural asteroids have their own size, speed, direction, rotation, facets and craters. They collide with one another and rebound from the ship's real outline. Impacts trigger a flash, sparks and a directional jolt whose force follows the asteroid's mass, while the exterior layer always stays beneath the interface.
Turn, exchange, defense, chain reaction, confession and pause states now have seamless 5:7 animations. Sand runs through the timer, cassettes cross between docks, locks engage, relays ignite and indicator lights continue each mechanism without leaving empty gaps behind moving parts.
The title on the host and phone lobby screens is now part of the terminal: segmented characters, slow scanlines, phosphor glow and a shift from operational orange to emergency red. The layout and collision geometry were checked for every table size from four to twelve, including odd-numbered configurations.
The rules have not changed in this update. The ship itself is clearer, more alive and less safe.