v1.960 puts two things front and center: a redesigned pace for Endless Mode, and a full rework of Chapter 1, Night One. Endless now opens in a way that catches you, and your daytime preparation genuinely changes how Night One goes.
We looked at the data: too many Endless runs are over within the first few minutes. This batch rewrites the difficulty curve itself — easing the early stretch and tightening later — alongside changes to how the opening supports you and what the mid-run gives you to do.
Night One's pacing has been rebuilt.
Night One is only the beginning. From there the vigil presses on — through woodland burned to ash, leading your column out of The Felled Woods with no keep and no walls at your back; then onto the open ground of Night Without Walls, where the dead close in from three sides.
Along that road, new upgrade cards will join the rotation, and the vigil's armory will grow — new weapons, trinkets, and a clearer look at what your watch carries. More news when it's ready.

In co-op, the joining player's daytime squad refill may not trigger, so the squad shrinks night by night.
Workaround: during the day, lower the squad slot count and then fill it back up. The fix is already done and ships with the next update.
If the early nights still feel like enemy variety jumps too fast, or a milestone lands too early or too late, hit F8 and tell us: mode, night number, class, and whether you were in co-op — those reports go straight into the next tuning pass.