## Difficulty Modes
- Difficulties are now **Easy**, **Normal**, **Gun Pick**, and **Weekly**.
- **Easy** — slower difficulty ramp. Scores do not count toward the leaderboard.
- **Normal** — intended difficulty.
- **Gun Pick** is its own submenu. Each rank keeps the modifiers from the ranks below it (modifiers are likely to change).
- **Bronze** — enemies have **25%** more health and are **25%** faster.
- **Silver** — bosses have **50%** more health and are **deadlier**.
- **Gold** — **−50%** max health and **−50%** max shield.
- **Hellstone** — blocks have **50%** more health and traps are **deadlier**.
- **Xenite** — shops and shrines cost **25%** more.
- **Antimatter** — **−1000 armor**.
- **Weekly**
- Everyone plays the same seed, and scores go on a separate leaderboard.
- Will rotate modifiers like "all shops are epic" or "2x TNT spawns", but first week will be "no modifiers".
- Every mode except **Easy** now uses the same difficulty curve (higher ranks no longer ramp faster on their own).
## Economy
- Gold & emerald ore is more spread out across the world (more at the surface and less at the bottom).
- Blocks have a small base chance to drop gold again (**1%**).
- Diamond ore no longer spawns (I will bring this back but it's currently making balancing tough).
- Shrine rooms have fewer shrines and chest rooms have fewer gold vases (these were both too much of an easy power spike).
- **Fox Shrine** — difficulty cost **40 → 50**.
- **Rabbit Shrine** — health cost **40% → 50%**.
## Difficulty
- Calm periods between waves are shorter.
- Enemy spawn budget starts higher but ramps up slightly slower (should see a good deal more enemies early and a bit less later).
## New Items
- **USB Stick**
- Increases **move speed** and **XP multiplier** by **15%** (+15% per stack).
- Increases **dash charge** and **bomb charge** by **1** (+1 per stack).
- **Ice Tray**
- Throws a snowball every **1s** that deals **50%** damage and **slows** for **1s**.
## Removed Items
- **Coin Pouch** and **Cash Stack** removed from the item pool.
## Item balance
- **Boomerang** — damage **200% → 150%**.
## Gun balance
- **Squid Gun** — explosion radius **1.25m → 1m**.
## Enemies
- **Pink Brain** — attack range **13m → 12m**.
## World
- Reward rooms now have **2 gun pedestals** (and one fewer vending machine). Pedestals always offer different guns.
- Reward rooms have one more **gold vase**.
- Worm stages no longer have indestructible bricks, and the worm spawn is closer to the floor.
## Misc
- Floating damage numbers are smaller.
- The game pauses when the window loses focus.
- Character passives now show up in your inventory (for example **Chef Passive**).
- Enemy hit flashes are less harsh.
- Explosion radius indicators are easier to see.
## Bug Fixes
- Fixed boss / teleporter indicators blocking mouse clicks.
- Fixed teleporters sometimes spawning out of bounds after a boss dies outside the map.