A connected journey asks the player to move between route planning, someone's equipment, supplies and the work waiting at camp. As those choices accumulated, their menus needed a common structure. This stage of development gathered them into five homes: Travel, Crew, Inventory, Camp and Journal.

Travel holds the destination, mode, pack and departure review. Crew keeps inspection and equipment close to the people involved. Inventory identifies shared supplies and stored equipment, while Camp holds the work plan. Journal brings preparation, objectives and records together. Labelled symbols help identify those families without asking the player to learn an unexplained row of icons.

Moving between those homes also needed to preserve context. Back and Escape return through the route used to reach a page, with supported focus and scroll positions restored. Travel and camp drafts survive supported navigation. Inspecting a portrait remains separate from taking control of that person, and returning from a conversation or service brings the player back to the relevant speaker or task.

The same vocabulary now reaches work, repair, cargo, treatment and supplies. Reviews show who owns the stock, what an action costs, what it changes and what prevents it from proceeding. Immediate service and queued camp work have distinct choices. Browsing and editing a draft remain separate from confirming work. Saving is described according to the current part of the game, including the transition from opening checkpoints to manual field saves.

This work also reached older playtest paths, opening conversations, settings, recovery and ending records. Small windows received particular attention: long pages scroll inside the shared frame, confirmation controls stay reachable, and receipts can be held open while the player reads them. The remaining named menu migration items were closed at the end of this pass.

That closure describes the implemented structure. It still takes an uncoached playthrough to learn whether the labels, destinations and amount of information feel right. The purpose is practical: let a player consider the expedition's choices while keeping track of whose equipment they are viewing, which supplies will be spent and how to return to the world.