
New Features
Rich Presence on Steam and Discord: your friends can now see what you are doing in Tetrogue straight from their friends list or your Discord profile, whether you are in a menu, choosing a path on the map, in a battle or boss fight, in an Endless run, or in a Versus match. Fully translated into all five languages. On Discord it also shows a session timer, the Tetrogue logo, a hero icon during battles, and buttons to open the store page or join the Discord server, and both Steam and Discord group the two players of a Versus match together.
New Game Over sequence: instead of an instant cut to the Game Over screen, your hero's eyes go to X's and the board crumbles and falls apart first, matching the collapse of the stone wall behind the enemies.
New cheat code: entering STACKR in the seed code field on the Difficulty-select screen instantly unlocks the next difficulty tier and selects it, the same as beating a boss would. It can be entered again later to advance another tier.
Changes
Lock delay is a little more forgiving at every difficulty. Pieces now rest slightly longer before locking, and any grounded move or rotation, not just a spin, partly refunds the lock timer, up to a limit for each landing, so you can adjust a piece without it locking out from under you. Repeated wiggling still cannot stall a lock indefinitely.
Glass Half Full: clearing lines in a way that leaves the board completely empty now doubles the relic's maximum damage bonus for that hit, on top of the bonus it already gives for a near-empty board.
Damage numbers are larger, pop in with a small bounce, and fan out along their own arcs instead of rising straight up in one column.
The map no longer generates long unbroken runs of combat nodes down a single path. Any path's streak of fights is now broken up with a shop, event, or other non-combat node after at most three in a row.
Fixes
"Survive for Gold" rounds: the fall speed now keeps ramping up the longer you survive, as intended, instead of appearing to level off after a while. This also affected other fast-fall situations such as Heat.
Right after a piece locks on its own lock-delay timer, an accidental hard drop is now briefly suppressed, so mashing keys through a spin attempt no longer slams the next piece straight down the instant it spawns.
The "Blinded" status once again hides the board grid lines, not only the ghost piece, so the board is genuinely hard to read while blinded.
The difficulty name on the Difficulty-select screen no longer overflows its box when it becomes long.
On the Game Over and Victory screens, controller and keyboard navigation to the Share button now matches where the button actually sits, above the other buttons, instead of treating it as part of the bottom row.