A new monster: the Pipe Crawler. A man's upper body dragging a long chain of lizard legs behind it, joined by rusty pipes with glass windows and ending in a lizard tail. Each one is three to five pipes long. It joins the other hunters that can come for your crew.
It patrols where you walk. The Pipe Crawler remembers the routes your crew uses most and prowls along them, stopping now and then to look around. It stays on its route, so you can keep track of it, and it will not try to get through a door your crew has not opened yet.
If it sees you, it charges. It only sees what is in front of it, and it cannot see through walls. Once it notices you, it runs straight at you and swipes with its claws. A hit takes 50 health and knocks you back.
After every charge it has to rest. Hit or miss, it stops for a few seconds to catch its breath and cannot see you. That is your chance to get away. If its swipe lands, it leaves for a while.
You can hear it. It makes a low sound as it wanders, its footsteps carry, it has its own chase sound, and you can hear when it wears itself out.
Fixed
Monsters stop pacing at closed doors. Monsters used to walk into a slide door nobody had opened yet and shuffle back and forth against it. Now every monster finds another way until the door is dragged open far enough to let it through. The Warden no longer shows up on the far side of a closed door from you. A monster that has just arrived no longer ends up shut inside a room behind one.
Pipe windows have their frames again. Some of the metal around the glass windows on pipes was invisible, so you could see into the pipe where the frame should be. The frames are all there now.
The magma pipe skin flows on top too. Its glowing flow only moved on the sides of the pipes. It now moves across the tops as well.
Escape opens the menu in the lobby. Pressing Escape in the lobby used to do nothing. It now opens the menu, so you can get to your settings before a run starts.