Attack Animation Rework
Your attack now assembles into a tetromino-built sword that swings down to strike, instead of debris just converging and fading.
Equipped gems change your weapon's shape and animation: Poison, Cursed, Healing, Gold, and Charge tint the blade and its particles; Chrono gives the swing a stepped, clockwork motion; Staggering swings a hammer with a shockwave burst; Armor thrusts a riveted shield; Volatile drops a lit, sparking bomb that grows with garbage cleared; Gravity implodes a void orb; Piercing stabs a spear that continues through to a second enemy if the first has no armor; Sweeping swings a sabre through every alive enemy at once.
Sweeping and Piercing attacks now land on each enemy exactly when the weapon visually reaches them, instead of all at once.
Damage now lands the moment your weapon visually connects, instead of the instant lines clear.
Enemy attacks that create garbage lines now show rubble flying toward the board, landing exactly when the line(s) arrive.
Armor that fully blocks an attack now flashes a shield icon and knocks the attacker back, instead of showing rubble that never lands.
The Stage 2 boss (Demon Slime) now has a full transformation intro and three distinct attacks (Cleave, Fire Breath, Smash) instead of one animation reused for everything.
New Relic
Added "Expert Technique" — bonus damage for spin clears (any piece, not just T-Spins), with its own sound cue when it triggers.
Quality of Life
Relics can now be individually disabled from the Map screen's relic bar without losing them — useful when an event hands you something like Hoarder that you don't want active that run. The Relic Seeker event also now prioritizes offering to swap away a relic you've disabled.
Added a "Direct Relic Control" section to Options → Controls with dedicated buttons for Hoarder (jump straight to your 2nd held piece) and Enter the Third Dimension (jump straight to the mirrored piece), bypassing their multi-press combos.
Enemies affected by poison or slow now visibly tint and emit particles, across every enemy and boss type.
Balance
Gold Gem's gold gain reduced by roughly 40-50% at every tier.
Armor Gem reworked: each tier now alternates between reducing damage taken and increasing armor gained, instead of just scaling up every time.
The Minotaur's and Demon Slime's force-drop attacks no longer also add a garbage line — just the forced drop now.
Fixes
Fixed a rotation input held through a hard drop occasionally sneaking through onto the next piece.
Fixed Static Slime's queue-shuffle attack aiming at the wrong spot when the Horizontal Next Queue setting is on.
Relic and gem icons now use higher-resolution source art — a few were previously stretched slightly out of shape.
Fixed armor not being saved when closing the game or quitting to the main menu mid-battle — it now correctly persists like the rest of your battle state.
Fixed a rare case where saving right as an enemy died could restore it stuck at 0 HP without actually dying, leaving the battle unable to progress.
Fixed beating the Stage 1 or 2 boss occasionally jumping straight to the final victory screen instead of continuing to the next stage.
Fixed the Horizontal Next Queue box flying off to the wrong position whenever an enemy's Bewitch attack flipped the board.