8 hours, board clear phase advancement.
All the phases of section 1 have break points in their stage pacing where I have allowed a spawn gap where a player can clear the entire field. Baring a couple of tutorializing and narrative stages, any instance of a threat check returning negative will result in a phase advance. These break points are uneven at the moment, not all of them are equally achievable, they will continue to be tuned.
Created new spawn location selection type "Layer" that allows the player to tell the function to find tiles of a certain layer.
PU loaded from phase save should have correct coloration based on ignored time.