Fighting-game hit counter in the top-left: the hit count, a praise tier (Good! through Devastating!), a kills line and the turn's damage total, stacked as one block
The combo cue now walks up a major scale as a chain grows, stacking octave doublings underneath it so the sound thickens without getting louder
Campsites play their own campfire track, and the card table and character select carry the map's music instead of running silent
Changed
Hits on gold and food now count toward the combo, and sound like it
The counter only rattles and heats up on a real chain — flat until 10 hits, and the damage total holds still until 100 damage in a turn
The whole readout holds at full brightness for a second after the flurry ends, then fades as one block
The kills line shakes from the third kill
The wave counter has moved up beside the menu button, clear of the readout
Your second battle now spotlights Swap Party and the third Defend — the corner a new player has no other way to find comes first
Cleave's second combo hit now lands at 1.5x
Gem flights arc behind the damage numbers instead of over them
Trimmed one track from the dungeon music pool
Fixed
The trainer and the gem forge no longer deal a table you can't afford — a stored trainer roll re-checks your purse, and the forge prefers a variant you can actually buy
A swing that connected with a pickup no longer reads as a dropped hit
The combo cue no longer goes flat inside a slow-motion interrupt window
The wave counter's text sits centred in its button