It's actually the last 3% that's the worst! 
I can relate, I've been debugging these 101 rooms for so long now, I could easily do a blindfolded speedrun...
Also thanks Captain and Shaun!
So anyway, apart from me finally having some time to fix/add some quality of life improvements (that 'doubleclick for faster movement' was on my todo list for centuries), and rewriting some of the more messy dialogue files, we're slowly starting to do some major, pre-final polishes:
* the educational aspect received a major redesign, as some people during the playtests/events complained it might not be as intuitive as we thought (and questioned why the timeline is in a separate menu). So we just merged both the menu and the timeline into a single page, should be much easier to use now:

* added an additional "zero" screen, which takes place during the 1st and 2nd part of the intro, serving as an interactive tutorial (it's better to let the player experiment and learn the controls/mechanics with a simple puzzle, than to display some text overlays)

...and of course a bunch of new/improved assets. A smiling Zniw! A rare sight indeed!


