Chapter 4 continues the campaign after Fault Lines on the three Rift Zone maps: Warp, Overdrive and Blackout. Each stage has breach events and the Colossus finale.
All three stages use Fault Lines' 10 towers and all 15 modifiers, with mandates that get harder after Fault Lines.
Two new achievements: The Rift Bloom (clear all three stages) and Bloom Mandate (clear all three on Hard).
The chapter has its own magenta lane, rose grid and accent. The lane is dimmed so enemies stay easy to see against it.
Campaign select: the route and briefing frames now take the colour of the selected stage's chapter, and Warp's ON CLEAR line shows that it unlocks Corrosion.
A New Look for the Board
The containment floor has more detail: lit plate edges, seams, hatches, vents and wear. Lane walls are brighter and lamps sit on steel brackets.
The lane glows like a neon tube, with bold glowing arrows. The arrows now turn smoothly through corners instead of being clipped.
The Skirmish lane is now steel-lavender, so enemies and towers stand out from it. Enemies are brighter, and their ground ring gets wider at 10x and 20x so you can follow them at speed.
Lane arrows scroll at the same pace at every game speed and are softer, so they no longer outshine enemies.
New lane-end portals: a swirling entrance gate and a three-ring exit bay, coloured to match the lane.
Range rings now hide during waves (the tower you hover still shows its ring).
Towers
Tower shells are glossier and cast a soft shadow. The coloured disc under each tower is gone.
Firing is easier to see: the barrel kick shows at every game speed, Heavy Cannon, Rocket Launcher and Rapid Shooter flash at the muzzle, and Rapid Shooter's two barrels now fire in turn.
Voltspear has gold trim and a brighter gold spear and coil.
Voltspear and Rocket Launcher are wider and no longer look smaller than the other towers.
Combat Feedback
Damage numbers are bold with a dark outline, and kill numbers are gold. Numbers of the same kind that land close together merge into one total, so big fights stay readable.
Detonator's cascade blasts are smaller and sharper: a white-hot core, a thin ring and sparks instead of a wide haze.
The operator cast banner has gradient lettering in the operator's colour, with a soft glow and a lens streak.
HUD
Lives, Wave, Enemies and the timer have icons, and the readouts are bolder.
The pause button is drawn as proper bars and a play triangle.
The active ability bar glows in your operator's colour while it charges, not only when it is ready.
The operator badge has a new frame in the portrait's own colour.