
Thank you all for submitting feedback, whether by Steam Review, email, or otherwise. The response has been honestly incredible and I sincerely hope this updated version of the game is even more enjoyable for you all!
-Added 6 new obtainable Concepts
-Touched up many Concept sprites
-Reworked Dual-Core Processor to be more useful to a variety of playstyles
-Nerfed Eggfish and most Exo Modules as they scaled too strongly
-Stasis Locket and Lunar Ammonite Concepts are no longer active between rounds
-Taking damage now has a chance to boot the player out of tasks/minigames (affected by difficulty, Defense, and Luck)
-Slightly increased nutrient drain speed to account for Serum Efficiency stat being previously bugged
-Blackout/rebooting downtime duration is now affected by Speed stat, and caps at 5 seconds
-Removed ability to reroll regions during new region build process, but increased amount of selectable regions to 3
-Adjusted objective difficulty calculation for less tedious objective load
-Increased difficulty scaling for Flesh Vessel and Collapsing difficulties
-Achievements can no longer be unlocked in Dev Mode
-Increased the hitbox size for Scrapyard scrap to make it easier to collect
-Adjusted some threat positions to be easier to see/interact with
-Statisouls spawn properly again
-Gorgers are no longer permanently maximum size
-Eyegrowths immediately notice player if they spawn in the room the player is looking at
-Changed how rooms connect to/from the Outskirts
-Hydroponics and Scrapyard rooms no longer passively produce objects between rounds
-Empty Hallway has been reworked slightly, and now always appears in The Body
-Connecting to or disconnecting from the Digital World causes input delay like other camera switching would
-Adjusted positioning of Loose Files objectives within The Climb region as some were inaccessible under certain circumstances
-Regions are no longer able to be selected while already active
-Lunatic Experiment variable now only starts with Lunar Ammonite and no other Concepts
-Cerebral Hemorrhage variable works as intended now, and changes blood tank to a gold colour
-Adjusted lighting in a few rooms to make things easier to see
-Player damage SFX is now different depending on the damage source
-Flashlight is now usable in more rooms, and has had its values adjusted to be more useful
-Redesigned pause menu to be a bit more visually interesting (and block screen content to avoid unintended pause buffering)
-Reimplemented some visual sanity effects that were disabled
-Reimplemented tutorial segment
-More things affect end of run score (run modifiers, task completion rate, etc.)
-Gave Xi, 136, and Mr. Tuxedo some new quips
-Increased the odds of some rare events occuring
-Serum Efficiency stat properly slows nutrient loss and CSF declarificaiton rate rather than speeding it up
-Initialization package descriptions show correct descriptions now
-Memory game no longer skips numbers
-Steam leaderboard now displays leaderboards properly instead of defaulting to friends-only view
-Actualizer can no longer be accessed at incorrect times during the end of runs
-Fixed run seed not resetting after quitting a run
-Game end button properly shuts off when beginning a special ending or endless mode
-Increased size of data chip input so all data chips are able to be entered
-Fixed on-screen items being inconsistent to drag in fire minigame with certain menus open
-Fixed some misaligned text in the main menu
-Fixed a few rendering/lighting visual issues causing unintended flickering or bars on textures