
Hi,
Enemies drop loot boxes now, a cat can offer you a pact for the whole run, and you get one ability to spend per fight. All of it is in the demo. Let's get started to list changes briefly.
1. Kill boxes. Enemies no longer sprinkle loot when they die. Instead a kill has a chance to drop a box, and every box holds exactly one prize, a symbol, gold, skulls or a gem. Boxes come in tiers. A rare box usually pays a rare symbol and its gold and skull prizes pay double, epic and legendary climb from there. Every level has its own odds, they rise the deeper you go, and the level select screen shows them before you commit to a run.
2. Cats. There are four of them and each one offers a pact for the whole run. The demo opens the first, Pillow, who costs 150 skulls and turns your purse into a bank. Your gold earns 20% interest after every fight, and while that holds every enemy tries to lift 6 gold off you. The cat you take walks the fight stage with you.
3. Abilities. One move you can make once per fight, bought with skulls. The demo opens Nudge for 150, which shifts one landed wheel a single step so the symbol above or below drops into the win row instead. Six exist in the full game and the rest are on the screen, locked.
4. Three new permanent modifiers. Last Word turns the blow that would kill you into one more spin at a single point of health, and if you kill everything with it you walk away. Salvage Rights pulls a green gem out of a symbol that burns at the anvil. Blood Money turns part of your gold into skulls when you die.
5. Early kills pay more. End a fight with your first symbol and it pays 50% extra gold and skulls, the second symbol pays 25% extra, and after that the reward is normal. Front-loading your damage is worth something now.
6. You can lock a shop offer. Ten gold pins one symbol in place through every reroll and into the next shop, so the thing you cannot afford yet is still there when you can. Unlocking is free and buying it clears the lock.
7. Every symbol on the wheels shows its forge level. A +3 dagger says so while it spins past, so you can read the machine instead of remembering it.
8. Another balance pass, this time with numbers instead of feel. I scored every symbol with the game's own build model and repriced the table around the result. Value rises with rarity now instead of sitting flat, and the 42 symbols that were strictly worse than something cheaper are down to zero.
Countless smaller fixes. If you run into anything weird, the fastest way to reach me is Discord. If you're enjoying the demo, wishlisting the full game helps me more than you'd think.
Thanks for playing my game,
Furkan