After a victory the run no longer hits a wall of unkillable enemies. And the leaderboard no longer loses runs and shows when the new week starts.
- Enemy health grew geometrically past minute 20 and outran any build: by minute 35 a basic enemy survived two seconds under your full damage, by minute 40 almost six. The growth is linear now: half a second at minute 35, under a second at minute 40
- The limit is still there, just moved: play used to become pointless around minute 22, now around minute 58
- A normal run up to the victory is unchanged to the last digit: the first twenty minutes are exactly as before
- The leaderboard screen and the mutator page in the help now count down to the new week. When it reaches zero, the weekly table, the mutator and the challenge change
- The end-of-run screen tells you what happened to your result: recorded with your place for the week, not recorded because of the connection, or not accepted by the server
- Added an explanation of what a synergy's damage scales with. It comes from the weapon that fires it: Cascade and Storm grow with the Nova, Conduct with the Drone, Prism with the Beam, Overheat with the Pulse Bolt. The second weapon of the pair only unlocks the synergy, and Bolt Swarm adds no damage of its own
- The Damage line showed a raw key instead of the Bolt Swarm synergy name
- The Collector kept a tether to a mine already flying at you, drawing a line across half the screen that looked like an attack. A mine no longer jumps back across the screen after it detonates
- A run could miss the leaderboard without any warning if the connection to the server failed in the first seconds or Steam gave no confirmation at the moment of death. The game now retries, and if it still fails, it tells you
- In the time, kills and level tables, the score next to a record could come from a different run. The whole row now belongs to one run