Thank you again for your detailed feedback. This update primarily improves marble stability and makes several progression and display systems more reliable.
## Fixes
- “Two Birds… Two Stones” and “The One Above All” now recheck saved progress once Steam statistics are available. A temporary Steam error no longer prevents a later unlock attempt.
- Large numbers now use the correct English scale: million for `10^6`, billion for `10^9`, trillion for `10^12`, followed by quadrillion and quintillion.
- Marbles returning to the Table after leaving it now look for a free position instead of potentially overlapping a marble that is still present.
- The controlled cue ball's central marker is now correctly restored when it returns after falling into a hole.
- Creating a marble through Mitosis or a similar effect from a stationary marble can no longer produce an invalid position or velocity.
- Invalid `NaN` or infinite velocities are now neutralized to prevent disappearing marbles and some physics softlocks.
- Explosions and crystal-ball destruction are now triggered outside physics callbacks, preventing Godot's “flushing queries” errors.
- The crystal ball no longer looks for a missing animation node.
- Collisions between regular marbles, the Disco Ball, and the crystal ball now use compatible types.
- Disco Ball collision-shape resizing is now safely deferred when triggered by a collision.
- Shot startup and resolution are now better protected against duplicate inputs, extremely weak shots, and score calculations being triggered more than once.
- Score calculation now waits for delayed activations and explosions to finish, preventing their effects from being lost at the end of a Shot.
- If a Shot remains stuck for more than 45 seconds, a new panel lets players stop the marbles and immediately calculate the score through the normal resolution flow.
- Losing window focus while aiming now correctly cancels the current aim, preventing a stuck shot or preview when returning to the game.
- Standard portals, Medusa's portals, and the portals in the “Make It Stop” challenge now have limited uses and correctly deactivate at zero.
- Explosive marbles now have 20% more effective range. Marbles inside the area are activated only once and are pushed by the explosion with a maximum force lower than Dash.
- Critical progression, including boss victories, unlocks, and cumulative achievements, is saved sooner to better withstand the game being closed immediately.
- Gutter and other talismans triggered by a Strike now correctly play their activation animation.