We consolidated the data-driven architecture. On startup, the game reads
several .csv spreadsheets (weapons, enemies, heroes) and populates the world
dynamically, with no data hardcoded. The logic is centralized in
Database.gd, so balancing is done by editing data, not scripts.
The final permadeath system is also in place: when a hero falls, the engine locates their resource file and physically deletes it from the device.