A launcher about your captain, not our menus
Our launcher had grown into a control panel: boards, paces, helms, rooms — all good features, all shouting at once. Tonight's redesign picks a side: the screen belongs to your captain.
What changed on the front door
The main screen now shows the thing you actually care about — your captain, wearing your look — with PLAY LIVE, the 90-second solo, and practice one tap away. Everything configurable moved into the Captain's Quarters: one SETTINGS panel holding look and controls, room rules (board and pace), and the play-together tools — friend room codes, CHALLENGE A FRIEND, and your live room's share link. Nothing was removed; everything was ranked. The screen you see most now says play, not configure.
Turbo you can read at a glance
Sprint's economics were always honest — 2.0× speed for size drained per second — but honesty you can't see mid-fight is trivia. Turbo now lives as a visible reserve inside your worm, with ⚡ pickups in the arena feeding it, so the question "can I afford this chase?" is answered by looking at your own body instead of doing arithmetic during a knife fight. The conserved-mass law still applies: spent turbo trails behind you as loot someone else can eat.
The Legend Voyage — earning, not buying
The Quarters also introduces a captain level and the Legend Voyage: a permanent cosmetic route through the three most elaborate looks in the game, earned by playing — labeled in the interface itself as not for sale yet. When a store does open it will obey the cosmetics-only line; until then, the route is proof the wardrobe's top shelf can be reached with playtime alone.
Under the hood tonight
The same run of work aligned pointer steering exactly with the visible head — what you point at is what the worm answers to — and began profiling rooms toward a much higher seat ceiling. When those numbers survive testing they'll reach the changelog like everything else. The roadmap keeps the honest split.