The controls show up when you need them. Swap to a tool or pick something up and a short line appears above your belt telling you what it does, then fades. It shows your own keys, so if you have rebound anything it says the key you actually use. The wrench also reminds you of your flashlight key.
Lights in the room outside the elevator. The square room you walk into now has four strip lights on the ceiling. It reads as a proper lit room, so the tunnel past it feels darker by comparison. They surge and go out with everything else when you shut the fab down.
You can see a static field coming. The patches of bad signal that roam the mine are now a visible cloud of flickering grey and white specks, thickest in the middle. You can spot one from a distance, see yourself walk into it, and walk back out. Walls still hide it, and it never follows you into the elevator.
Changed
The mine looks different. The air past a few metres is now near black instead of a blue haze, which means distance reads as real darkness rather than fog. Colours are a little stronger everywhere, and the places that are meant to be safe are brighter: the elevator, the room you land in, and the fab, whose beacon reaches wider now.
The tunnel lamps are brighter and there are more of them lit. Half the lamps along a tunnel are lit now instead of a third, each one throws light further, and their colour is cooler so the mine no longer reads orange.
Monsters stay a little longer and come back a little sooner. A monster that has decided to leave now vanishes after twenty seconds out of your sight instead of thirty. One that has left comes back after about two minutes instead of two and a half. A monster that is wandering far away from your crew lingers longer before the mine sends it home. And a monster that has just arrived cannot be sent away again straight away, so you get a chance to actually meet it.
The Canary can turn up at any point in the day. It used to always be the last thing to arrive. Now it can arrive at any point except first, so a day can have the dying miner shambling around while you are still laying pipe, and his cage can be collected long before the shift ends.
A Blackout job on the magma level is actually dark. The lava still glows, because lava does not care about your power, but it is dimmed right down instead of lighting the caves like a normal day.
The ride out after a failed company is always the plain mine. No weather on that last ride.
Fixed
A lost packet could freeze someone's voice. If a single voice packet went missing, that person went silent until it arrived, then everything they had said in the meantime arrived at once. Now a lost packet is a small gap and their voice keeps going.
The game could crash when you changed your microphone. Picking a different mic in settings now waits for the old one to close properly before opening the new one, and clicking quickly through several only switches once.