
Challenge Marks: Challenges that make the run harder but also give a reward.
New Boss: The Bulwark, an Earth-element siege golem.
New Boss: Toxic Flora, a Poison-element plant.
New Boss: Magma Core, a Fire-element boss.
New Boss: Skyreaver, a Wind-element boss.
New Boss: The Flux Engine, a Lightning-element boss.
Boss Intro: Short cinematic that introduces the boss.
New Drones: Added the Collector Drone which gathers coins for you, and three new Aura Drones that roam the room and grant Fire Rate, Damage or Crit Chance to players standing near them.
New items: Added 36 trait items across 9 effect types (Crit Chance, Crit Damage, HP on Kill, HP on Hit, Execute, Dodge, Elemental Damage, Damage over Time power and duration), each in four floor-scaled strengths with a starter tier available from Floor 1.
Daily Runs now drop extra loot for every floor you clear for the first time that day.
The floor indicator now shows the current biome name, tinted in its element color, so you always know which element you are fighting in.
Coins are now attracted by your pickup range.
Each door now has a symbol.
Each player's HUD now shows a compact weapon panel under their health, displaying the projectile element plus damage, fire rate and crit, with shot-mods as matching chips.
Maelstrom tweaks: The storm-pushback pillars are now clearly marked so you can see where to stand, standing still builds wind pressure that keeps you moving, the storm and its tornados fire spiralling wind shots, and pillars now tear down tornados far faster.
Volt Colossus tweak: Slightly longer pause between its attacks, giving you a little more room to reposition.
Casual Auto-Pick: You can now turn on auto-pick which selects items automatically.
Run-Start Menu: New setup screen in preparation for upcoming game modes.
New Room, the Lucky Wheel: Pay a spin and win coins, items, weapons, or the jackpot.
Item choices now show if an element is strong or weak against the floor's boss.
Each player's equipped skin is now saved across restarts and runs.
Players can now leave a lobby slot with their device's back input (right-click, Esc or controller B); the other players keep their number and skin, and the freed slot stays open for someone else to take.
The pause menu Items screen is now an icon grid grouped by category, with a moveable cursor and a detail panel, so you can recognize items at a glance; each player browses their own inventory and long descriptions auto-scroll.
Entering a new room is now more responsive: you can move immediately, and enemies wait briefly before using abilities.
Player movement is now instant when changing directions without a turning arc, but keeps momentum for acceleration and deceleration.
Coop is now harder: enemy and boss HP scale up with each extra player, so fights no longer feel trivial in multiplayer.
Reworked the Achievements screen GUI so everything is clearly visible.
Achievement descriptions and rewards are now clearer and always visible.
Players no longer teleport in the lobby when opening a menu.
Reworked the Mine item effect: Mines now stay on the ground as traps for a longer duration, pulsing damage to enemies that touch them instead of disappearing after a single hit.
Orbit items now work again: orbit projectiles visibly curve around you instead of flying straight off.
Reworked Chain Lightning: The chain effect now only triggers when hitting wet enemies with a lightning projectile, rather than shocked enemies, making water-lightning synergies essential for large chains. The independent Chain Lightning item was also changed into a standard weapon modifier.