The invite system became an actual operation tool: batches, direct admission, cohort promotion, and a public waitlist for people who want to join the tests. That means I can open the game gradually without turning a closed test into a public launch before it is ready. At the same time I added a rule I had wanted from the beginning but only made sense to build now: the client no longer receives every piece of narrative content available on the server. It gets a filtered view of what it needs to know at that moment. The goal is not “security through obscurity”; it is to stop handing out unreleased content for free through simple data mining. This release was much less about the number of systems and much more about boundaries: who gets in, what they can see, and how much of the world really needs to reach the client.
Pre-alpha got a queue and the client learned only what it needs
As more people become able to join, access control stops being a spreadsheet and security stops being just authentication.