You told us a full crew dies on the first floor while a solo run gets to the fifth. Here's the first pass at that — with the noise rules intact, because sound being dangerous is the whole game.
Noise is now a person, not a crowd
- Four people running is charged as one runner. A crew moving together no longer heats the floor four times over.
- When most of the crew goes quiet, the floor cools down noticeably faster. Going quiet alone still helps you, just less.
- Running with cargo doesn't heat the floor — but it doesn't let it cool either.
The floor answers you
- Make a loud noise and the nearest creature that heard it answers with a red wave. Now you can tell that something out there heard you, and roughly where it is.
- Creatures called in on you now arrive one at a time instead of the whole floor at once.
- Go quiet for eight seconds and they lose your position entirely.
- Fighting for your life is forgiven more generously: the noise discount during a chase now reaches much further.
- The payout screen calls out who was LOUDEST and who was QUIETEST on the run. Settle it among yourselves.
Easier early floorsFlood & contracts[/h2>
- The flood job now lists both halves on your tablet: leaks sealed, pumps running. And you no longer have to go back and switch the pumps off — draining the floor is enough.
- Every shift now rolls one main job — Core, Psi Emitter or Flood — so a run of nothing but fetch-and-carry is rare.
- Bodies can be carried in a loot cart.
- You can climb out of the water onto a ledge, and splashes now ripple and spray properly.
Keep the reports coming — this is a balance pass, not the final word.