## Gameplay Improvements
- Penitent Knight’s starting Talent has been changed to **Agile Physique**: Gain 1 Dexterity at the start of each turn. If you lost HP this turn, gain an additional 1 Dexterity at the start of your next turn. This change aims to reduce information overload and decision complexity in the early game. Alongside this adjustment, all Sin cards and trinkets have been reworked (full list omitted here).
- Tutorial improvements: Players can still understand core gameplay even if they miss key tutorial prompts.
- When fusing during card overflow, only effects are merged; stat values are no longer combined. This change limits balance-breaking potential from card fusion.
- Mandatory Stop tiles now display the label "Mandatory Stop" on them, helping players better plan their hands.
- Enchantment: Shift has been renamed to **Dynamic Adjustment**. Its description text has also been refined to clarify its function for players.
- A clear prompt now appears when upgrading cards: *Each card can only be upgraded once*.
- Added a tutorial prompt for new players on the overworld, guiding them to spend gold to replace cards.
- Removed Dream Shard spawns from the map. Dream Shards now drop exclusively based on your final rating after clearing a Dream.
- Map difficulty rebalanced: Early runs now offer more challenge.
- Slightly nerfed the values of several overpowered cards and trinkets built around the replacement playstyle for better overall balance.
## Bug Fixes
- Fixed an issue where the HP bar would render incorrectly when revived after being defeated while in Emergency state.
- Fixed a bug preventing the Wasted Robot enemy’s Talent from activating.
- Hidden irrelevant UI elements in the top-left corner of the Dream selection screen, eliminating overlaps with interactable content and cleaning up the interface.