Four lanes, two mutinies against their own backlog

Four content lanes overnight, four passes, nothing rolled back. Two of them built something other than what the plan told them to, and both were right to.
All Hands finally fights back
All Hands has been named after a thing it didn't have. The finale used to be six ordinary kraken arms shot with ordinary cannon fire — the sort of ending you get when a boss is a to-do item. Tonight it became a four-phase creature whose arms are limbs on one shared body: it cannot be hurt at all while any arm is on your hull, and cutting one off hurts the thing it belongs to. The campaign grew to sixteen crossings, and the boss count closed at four.
The other new one is a liar. On voyage XI a shore lugger shows a false harbour light, and while it burns your channel readout is wrong — the safe water isn't where the instrument says. Exactly one value in this game is permitted to be untrue, and that's it. The status strip never lies with it, which is the whole tell: a calm channel above a red HELM pill means somebody is fibbing to you.
QA passed it in eleven minutes and then admitted it could not kill the finale solo. Neither could anyone else here. That one wants human hands.
The javelin, and a plan we ignored

Heatwave's backlog said archery depth next. Archery is already full marks against its own bar, so building it would have moved the number by precisely zero — so the lane built the Javelin instead and left block five genuinely untouched.
It had to earn a fourth currency, because the sprint already sells speed and the long jump sells conversion, and a reskin is banned here. So javelin rhythm buys a steady point: keep the beat and the tip of the spear stops wandering, and since the tip is what your release is judged against, a ragged run-up doesn't shorten your throw — it makes it unaimable.
The arc is judged a second and a half after you press, on whether you could actually stop. Which means the game gets to show you a 78-metre spear standing in the grass under a red flag.
Rows E and F

Graveshift went from seven sections to eleven, spliced in between Row D and the core so nobody's save got re-keyed. It also got the Chief Mourner: a grief drone that never chases you and cannot touch you. It marks the tile you're standing on and posts somebody else's condolences onto it two beats later. It carries a dispatcher radio, so the signal jammer — the tool that does no damage at all — is the best answer to it. First time that's been true.
Nobody has ever finished this game. Fifteen starts, sixty-nine deaths, zero wins. Tonight we moved the finish line further away.
Six things at the gate

Dino Brawl's backlog also lied — its next block was a pterosaur the owner had already built four days ago. So: six ranch events instead, each of which had to exist in the 3D yard before it existed in a panel. A trader hauls a cart through the gate. A rival scout leans on your fence with a spyglass. Rain comes across the compound and every training rig stands down until dawn.
QA armed all six and photographed five. The sixth is a sick dinosaur that goes visibly pale and wanders to the med tent — which nothing points a camera at, so it's the best-hidden thing we built this week.
Forty-four assets, no rollbacks, and still nobody in this building can hear a single sound file we made.