
New Room: The Forge.
Weapons now have a permanent level that carries across every run. Pick an unleveled weapon at the Forge to take on a quest for it.
Finish a weapon's quest and turn it in at the Forge for a permanent upgrade. Every weapon module has its own unique upgrade.
Weapons: Your gun now fires from chambers in a fixed order. Picking up a weapon loads its round into a chamber of your choice. Chambers can be mixed to combine their effects.
HUD: Active weapon quest now shown under your weapon.
Compendium: Weapons tab now shows a full stat card for every module instead of a separate side panel.
New skin: Venom, starts with a poison drone and a poison trail.
Floors: Branching layout shown on a minimap instead of random progression.
New Weapon Modules: Vampire (heals on hit), Kinetic (bounces off walls, growing stronger), Vortex (fires a gravity well).
Compendium: New Rooms tab.
Tutorial: Replaced by hints painted on the floor. Can be turned off in the settings.
Settings: New FPS limit option.
Coins: Leftover coins now get pulled in from across the room once it's cleared.
Damage Numbers: Sharper text, smaller size, and better spread so overlapping hits stay readable.
Compendium: New unlocks now show a dot from the lobby station down to the entry itself.
Enemies: Telegraph and pop in on spawn instead of appearing instantly.
Status Effects: Active status icons now show their remaining duration by slowly emptying from the top down.
Slipstream Skin: Slow resistance increased from 50% to 90%.
Bosses: No longer give an item on defeat.
Starting enemies: Expanded pool, removed Spitter.
Arena Room: Wave timeout raised from 15 to 30 seconds.
The Faceless Choir: Longer idle window between attacks.
Bosses: HP now varies depending on your build.
The Luminarch: Weaker Magus turrets, fewer of them, smaller second smite wave, weaker Archon fusion.
The Skyreaver: Now takes flight at 75/50/25% HP instead of on a timer.
The Flux Engine: Travelling orbs are now pulled directly to the core to make the first phase easier.
Removed Weapon Modules: Shield Breaker and Orbit Module.
Weapon Modules: Rebalanced across the board (damage, pierce, speed, size, elements) so fewer stack every bonus at once; Boomerang is now unlocked from the start.
Rooms: Balance pass.
Daily Run: Random events (like Forge quests, Boss selection, and Arena spawns) are now fully seeded, ensuring everyone plays the exact same level.
Menu: Prevent the back key from quitting the main menu.
Achievements: Unscathed now counts every hit again. Hits absorbed by your shield no longer slip through unnoticed.
Magma Serpent: Wyrmlings now leave a lava trail too, worms no longer ram into walls, overlapping lava pools no longer double-hit.
Unlock Machine: Leaving before picking a reward no longer wastes your token.
Unlock Machine: The machine now displays a "CLOSED" sign and disables itself once all items and weapons have been unlocked.
Icons: Door, item, weapon and achievement icons no longer stay blank after switching resolution in the settings menu.
Daily Run: Beating the Unmaker now correctly shows Floor 10 on the results screen instead of Floor 9.
Achievements: Boss Hunter's progress bar no longer gets stuck below full after the achievement unlocks.
Blood Altar: Sacrifice now costs HP from the player who activates it, instead of always Player 1.
Arena Room: Leftover coins after the last wave now get pulled in like in any other cleared room.
Run Select: Dungeon card no longer overflows with many active challenges, list now scrolls instead.
Achievements: Unscathed now works correctly for split bosses.
Death's Door: Now actually saves you. A follow-up hit right after reviving no longer kills you again instantly.
The Forge: No longer spawns on Floor 2 before you've earned the Weapon Collector achievement.