8 hours, sim is running.
When the player hits the end of a phase in the simulation they are shown an ugly menu the displays their performance vs the server side data. The player can provoke a reset, a new phase or the main menu with some new binds. At the end of a duration the menu is removed and the player is pushed into a new section if they beat the old time, or reset if they did not. There is a function to determine the next worst phase to tackle in a section, but it is not currently hooked up because I do not have the recommended phase times written up yet. Once I feel like spoofing those I can hook it back up.
With great relief that I have this up and running I spent a good chunk of today doing organizational tasks in meat space.