I got one thing done and one big thing set out.
The thing I got done might seem little, but created a good theoretical basis for a lot of systems of the future: time controls. To be able to create those little buttons (and them actually working), I had to make a flexible system for time increments (on which the calendar is already based). I will be able to use those time increments as the foundation of all the things that “take time”. So recording an album for instance, takes a certain amount of time increments (instead of actual time) - meaning, that I am now differentiating between real and in-game time. And in-game time can be controlled by these little buttons.
The big “setup” I worked on, is in how I create the rooms for the game. Building and upgrading rooms is a big part of the game (and the management of your label), so I felt like it doesn’t make sense to just go “room by room” for every development (every time updating all the connected objects and scripts, when I’m on a new room). So I wrote up, which code I have to update to create a new room and will now try to go stage by stage, instead of room by room. At least I will have the setup for all rooms programmed then and won’t need to update my tileset (as an example) every few days. It also means, that creating the rooms and their interactions will be my next big project.