Slimes now have a size ladder — Slimeling, Slime, Slimer and the Slime Queen. They prefer merging with a same-size neighbour over attacking, and a killing blow splits them into two of the rung below instead of finishing them.
Shove two same-size slimes into each other and they fuse on impact — no slam damage, no stun.
Shove a slime into anything that isn't kin and it takes 10 and breaks in half.
Edged attacks — Slash, Cleave, Slice, Whirlwind and Wild Strike — cut a slime in half perpendicular to the blade, so where you stand decides what you're left fighting.
The Slime Queen holds court in her own boss room and ruins stage. The third tarot card now predicts her arrival.
The ruins have proper darkness: lamps cast real shadows off the walls and props.
Inverse light — a dark lamp that drinks the light around it instead of giving any.
Fate unveils her face on your second run.
Changed
The Slime Queen is tougher, doesn't come apart under edged damage, and buds one to three Slimelings every turn.
Food drops only start ramping once the party is below half health, and are guaranteed at 10%.
Single-hit abilities — including Coup de Gravy — now ride the standard combo ramp instead of landing flat.
Single-card offers skip the shuffle and deal straight to the table.
Card table descriptions wrap to a centered column, larger and brighter.
The shop now shows your party roster, and the roster tucks away under dialogue.
Campfires heal when the banter ends rather than the moment you arrive.
The Razor Wasp steps cardinally when the diagonals are taken, and plays a tell when it's boxed in.
Story tweaks to Fate's lines — the Querent and the Road.
Updated Ham Leg art.
Removed the ground shadow and the dodge tutorial.
Fixed
Props are lit from where they actually stand — previously every prop resolved its lamp, falloff and haze one unit from the camera.