Tool
The opening sequence. Once it ends, the game stops being linear and the thirty-day clock becomes the structure you plan against.
The central objective and the reason the clock exists. Everything else in the valley is optional relative to this.
The confrontation the sandbox orbits. It is not gated behind a chain of main quests — you may attempt it far earlier than the game expects.
Explorer
Mark threads as completed to see which prerequisites open and which mutually exclusive content closes.
Nothing marked yet.
Columns are dependency depth, computed from the records themselves rather than placed by hand — a quest sits one column right of its latest prerequisite. Marking a thread complete opens whatever depended on it and closes whatever it excludes.
Phase badges are hard constraints, not preferences. A night-only thread competes only with your other night work, because a phase cannot borrow units from the next one.
The graph is currently small, and honestly so: it contains the structural threads official material establishes and nothing invented. Its value before launch is the method — and its value on launch day is that a verified quest becomes a node the moment it is entered.
For sequencing rather than structure, the 30-Day Planner is the tool: it places actions into real day and night units and reports where the budget breaks.