Highlights
- This update puts the run in your hands: strategy and synergies decide the outcome.
- Unit deck building now shapes a run identity: every unit type is available from the first level, and each unit reward permanently adds an augment to one of your unit types. Your picks accumulate into strategic depth, countering the ever-growing monster deck.
- I deliberately left the new content undescribed — discovering it in-game is part of the fun.
New Content
- Added two new units
- Added two new monsters
- Added one new tile
- Added 17 new unit augments and 13 new monster augments.
Units
- Every unit type can now appear from the very first level.
- Unit rewards now always add an augment to one of your unit types. Augments accumulate on that type for the rest of the run. All placed units of a type share the same augments.
UX & QoL
- Redesigned the deck offer UI between levels: rewards now appear in a panel and walk you through three steps — Choose 1 Perk, Repel 1 Monster, Choose 1 Augment.
- The Compendium now shows a full card for every unit and monster, with each augment slot revealed once you have encountered it.
- Redesigned the pause menu to be consistent with the Compendium and Main Menu UI.
- Hovering any augment or highlighted term now shows a tooltip explaining exactly how it works.
Bug Fixes
- Fixed the new-monster-spawn marker being drawn over the reward selection screen.
- Fixed Guard units crowding and endlessly shuffling around a single interception point — each Guard unit now takes their own position while awaiting a wave.
Note: The unit deck was rebuilt from the ground up, so runs in progress from the previous version cannot be continued. Your overall progression is kept.