The shift gets a permanent record.
Achievements are live, the combo ledger grows, mastering your cards finally pays, and the shop becomes something you actually look forward to.
NEW
- STEAM ACHIEVEMENTS — 30 of them, each with its own hand-made icon: boss kills, night milestones, combo feats and the quiet horrors nobody should manage on their first run.
- TWELVE NEW COMBOS — the ledger grows to 67. Reclaim all four cards the Coroner stole (THE COLLECTOR), fell a week boss without dropping below half HP, and more.
- MASTERY MILESTONES — mastering cards pays now. 3/6/10/15/20 MASTER cards drop 8/12/18/25/40 essence straight into the morgue bank, once each.
- BUILD YOUR DECK, NOT THE RNG'S — night rewards set a wider table early: pick from five through night 3, four through night 6, three after.
- HYPER HEAL — a new lingering effect. A healing spirit waits beside you and DOUBLES your next heal. Essence Shield and Beast Tracker carry it at rank 2.
- THE APOTHECARY — the shop's buttons became a cabinet of brews: the Sutures flask, the Token draught, the Iron Constitution bottle. Hover warms them; they empty as you drink.
- THE CORRUPTION RITE — variant creatures introduce themselves now. As a Corrupted, Frenzied, Ancient or Veil-Touched thing finishes rising, its affliction visibly takes hold.
- TWO NEW WEEK-ONE HORRORS — the Shambling Corpse and the Wailing Corpse join the roster, fully animated, idle sway and a real lunging attack.
- SPOILS OF THE NIGHT — every bounty earned in the dark stands on its own forged plate on the Night Survived screen.
- LEGENDARY PITY — every shop without a Legendary sharpens the next night's odds, capped at 35%. Any Legendary on the shelf resets it.
- ZIRA'S ASCENDED STOKES THE FLAME — any Veil-fire already burning is doubled and folded into her final burning. Layer your burns before you call her.
- THE LOOT GOBLIN'S LUCKY COIN — his final rank flips a gold coin on every cast. 2% of the time it lands, the hoard pours out, and you are healed to full.
- The shop grew a shelf everywhere — four cards in week 1, five in week 2, six from week 3 on.
FIXED
- Enemy nameplates never sit on a monster's head anymore — every creature's name, health and intent float clear above the crown.
- The night's omen no longer stops the game for its own screen — it slides in as a compact banner over the opening.
- The Classic Ghost is retired. Meet THE FORGOTTEN GUARD, a fully animated spectral knight with a hovering idle and a real strike.
- Self-damage is SEEN now — every card that bites its owner pops its cost in red over Aldric.
- Damage numbers always land in front of the effects. Even the densest explosion can't swallow a pop.
- One damage number per strike, everywhere — the hidden per-rank bonus used to pop as its own second number.
- Skyrend rends THRICE — three staggered strikes to match its three hits, and the kill waits for the third to land.
- Assassinate bleeds properly: blood at every rank, growing with it, and the spray hangs long enough to read.
- Devil's Bargain lands WITH its payload now, and the Ascended rank finally does what it promises.
- Two new library trophies — unlock 50 cards, and unlock every card. The collection has an ending.
- Morgue Tiers 2-3 re-priced into a true ladder, so the build-warping nodes sit where they belong.
- The ANATOMY OF A CARD page is a proper diagram — numbered callouts outside the card, on leader lines.
- Floating combat text can no longer drift into the next night's screens.
...plus around sixty more fixes across combat, art and the run itself.