Game development is all about iterating on and polishing features until they are as good as the timeline allows. After we've built a feature, it's tempting to move on to something new, but we also know that changing details in how a feature works or is messaged to the player can take a game from good to great.

Our challenge campaign is still pretty early in development, but our robot building interface is fairly mature at this point. (They grow up so fast! *sniffle*) So for the interface, we've moved beyond just building core features and into more of a refinement stage: We still have several new quality of life interface features we hope to add, but we are also iterating on core features of the interface that we made in the past.

This is what our inventory UI looked like on desktop up until now. You might have felt that it looked fine and it playtested solidly overall. If we had to, we could probably have shipped it this way. But this is a game all about building, so we want the inventory to be great, not just good.