- Replace the no-op `ignorePointer` idiom with a new `setInteractiveEnabled` helper that toggles Phaser v4's `input.enabled`, so hidden/inert UI elements (sub-bar buttons, save cards, scrims, confirm buttons) stop swallowing clicks
- Set explicit depths for the menu sub-bar (60) and save panel (70) so they paint above the command deck, HUD, and world objects as intended
- Add a headless-browser z-order + input-state probe (`dev/zorder-test.*`) that boots the real engine and asserts both paint order and hit-testing behavior across open/close transitions
- Add gas giant landing video asset