After nearly 2 years in Early Access, Plague Breaker is finally out! Thanks everyone who helped along the way, your feedback has been invaluable in making Plague Breaker awesome.
Before I show off each of the individual changes, I wanted to highlight why the full release is an improved experience over the previous Early Access versions.
One problem that was common was reaching a plateau in your items, especially at later levels. With limited money from enemies and only one chest per level, runs generally gained only 2 or so items per level. In theory this was a fine amount of items, but many items simply don't work per build and had to be sold for a small amount or just ignored.
Once you made it to the later and longer levels it became optimal to simply rush the boss and ignore the level itself due to this restraint. The Alchemist Lab can take generally 10-15 minutes to fully clear, which is enough time to start a new run and just hope you get better items. This isn't what I wanted the later levels to be, but this is what most runs turned into as players got better at the game.
I solved this problem in two ways: More loot, and better loot.
First, more loot. This is an obvious solution, if it isn't worth it to spend 15 minutes exploring a level just to get 1 item then how many items would have to be in the level for it to be worth it? Simply adding more chests as the levels go on might work as well, but it can also result in chests feeling a lot less special if there are too many of them. It also has a side effect of potentially causing each run to be overpowered simply through receiving so many items.
So how do I add more loot without reducing the "special" feeling from chests? I added a new type of chest: Common Chests

A Common chest is a lower tier treasure chest that contains a common item, money or a potion. This variety of "simpler" items means that each common chest is beneficial to pick up, but not so beneficial that you'll find your character growing overpowered through just common items. Common chests are now scattered throughout the level, with more appearing in later levels to provide some reward for exploring.
This also has the added benefits of making potions far more viable, as previously they were too expensive to spend your limited money on over a full item. Now each run tends to have a lot more basic items and more money, without having so much that you no longer have to think about what you want to buy.
Common chests means more basic loot, so to contrast this the Treasure chests have had their loot pools improved greatly. A treasure chest will now contain one of the three categories of items: Class optimized items, Rare items or Legendary items. Once you've reached the Castle Peak, there is also a new type of item rarely available at Treasure chests: Cursed items.
This makes every treasure chest far more important than they were previously, where a treasure chest could give any item. Getting a useless common item from a Treasure chest really sucks, but improving the loot pools means they are always viable. The right legendary item at the right time can save a ruined run or greatly improve an already awesome build.

Overall, these two changes mean that your runs will have more items and more money, but not so many more items that you find that all runs are the same or that you are always flush with cash.
With each individual run being improved through more items, the next issue was what do people do after they beat the final boss? Having 5 classes means that there is always some replayability, but without a specific goal it's a lot less exciting to play again. I alluded to a new boss in the previous update, while I won't spoil the boss here I will highlight how to actually reach it!
The final boss is unlocked from beating the game with every class. This means you'll get to play every class fully through without feeling like you aren't making any progress. Be warned though, the final boss is not easy! You'll need skill and a good build to fully beat Plague Breaker now!

Once each class is on the mantle, you'll unlock the final boss. You'll have to beat the game on Normal or higher however!
I also wanted to throw in some late game specific items that can totally change how the game plays, just to add some variety to replays or to potentially save a failing run. This is totally optional since each cursed item changes the game in some manner, which may not be what you want. For example, the Cursed Gem item replaces all items in all chests with Gems while buffing each gems power.

Cursed Items are only unlocked once you beat the Plague Herald.
Overall, I think Plague Breaker is in an awesome state right now. Each run is fun and exploring the castle at each floor is rewarding, the game is still challenging without being unfair, and there is enough content and unlockables to keep you coming back for more! I look forward to hearing everyones thoughts on the full release, so go have fun and try it out!
The above covers all of the major features I've added to improve Plague Breaker, while below is covering new items and general improvements to the game that aren't covered previously.
Plague Breaker now has 102 items! I'm not going to list all of them here, but I'll cover a few of the new special items that I think are pretty fun:
There are a lot more new items than that of course but you'll just have to play Plague Breaker to find them!
I've also added new armor and weapon buffs to improve the variety in the Armor shop. These include, but are not limited to:
This is a list of other changes I've made that aren't covered above:
This is a non-exhaustive list of bug fixes, mostly just highlighting the major ones:
Finally, I wanted to say thanks to everyone who helped out with Plague Breaker along the way. I hope you all enjoy the game!