The first milestone had one job: take the loop from the last post and make it real, something I could click through and feel.
It works now. Your crew and the inn's stations come up on screen. You click a crew member, then a station, to put them to work. When the plan looks good you press End Day, and every crew member's shift resolves in one pass. The order you click doesn't matter, since it's meant to be a single shared turn. Who you placed first can't change the result.
Click a crew member, then a station, to put them to work.
Guests give it a point. A traveler shows up wanting a station worked up to a certain level. Meet their need and you earn coin and reputation. Days roll forward, a new guest each morning, resources carrying over, and each day seeded so its luck is its own but always repeatable.
Then I played it, and it wasn't fun yet. Picking which crew member to put where was a blind guess. You couldn't see why one was better than another, and even a good match could flop on an unlucky roll. Two fixes made it click.
The first was showing your work. Crew now list their traits, stations show what they favor, and selecting a crew previews the likely result at each station: safe, risky, or won't reach. Now matching the right person to the right job is a readable choice, and doing it well actually pays off.
The forecast: safe, risky, or won't reach. No more blind guessing.
The second was fairer luck. I reworked how the roll is drawn so a crew member's luck depends only on who they are and what day it is, never on the order you placed them. No more a lucky stand-in accidentally out-cooking your cook.
End Day, resolved. Each crew member's result, and the day's totals.
The rules underneath are covered by unit tests that run on every change, so I can keep moving without quietly breaking the resolver.
The verdict from the first proper playtest was that it's fun and easy to pick up. That's Milestone 1 done, a real, readable, fair little loop.
It's a fun toy. The next milestone is about turning it into a game, one with decisions you actually have to think about.