
Light, because the game had exactly one of everything
I measured it before touching anything: on four of the five main screens more than 80 percent of the image sat close to black, and up to 99 percent of all colored pixels sat in the same brown and gold wedge. One hue, one brightness. The lanterns painted into the backgrounds did not actually light anything. Now they do. Every scene knows where its lamps burn, and the bright core sits on the flame instead of next to it. The gold got its highlights painted in, because there was no gold in the code for a highlight to catch.
The outlaws are figures now, not paintings
All ten of them are rigged. They breathe, they blink, their eyes catch the light, dust drifts in front of them and they throw a shadow on the wall behind. They step out of the plane instead of sitting flat on it, and they go by their names now instead of their archetypes.
You walk into the saloon
A round no longer just appears. The screen assembles itself and the opponent comes in last. From round two you get the short version, and in multiplayer it stops the moment somebody moves, so nobody waits on a cutscene.
Portrait got a full pass
Wanted posters stack instead of squeezing side by side, the codex card is square, the collection tabs and the pause button moved, and the opponent sits at the table edge where you can see them.
Also new
Invite friends straight into a round, with a notification anywhere in the game. Shake the phone to roll the cup on mobile, switchable. Scores count up, grow and glow instead of just appearing. Sign in with Apple.
Fixes worth naming
The round state survived a scene change and could hand your opponent two filled fields. Save and quit forgot the running turn, which is now carried along with the round. New dice pushed out the dice you had deliberately held. The Quick Turner swallowed its first target choice. Rotating the phone made a running multiplayer match unplayable. Five reachable security holes in the server are closed.
Still on the list, so you hear it from me
The demo runs the entire difficulty ramp across three duels, which makes duel two the wall rather than the finale. That needs a real balance pass. There is no macOS build of the demo yet.