CRT shader: a retro monitor look with scanlines, shadow mask, curved screen, film grain and darkened edges. Each has its own slider in Performance, and it's all on one neon/CRT master switch.
Tilt-shift blur and tilt camera: the camera tilts with movement, and the depth-of-field blur makes the grid look like a miniature (build 65).
Shield upgrade: a gold shield ring absorbs one lethal hit and blasts nearby hazards. Cleared hazards pay out, and gold cubes knocked loose drop to the ground so your magnet can pull them back. It replaced the old pyramid save.
Steam leaderboard: high scores upload to a global board.
Full Steam Input API: native Steam controller support with bundled layouts for Xbox, PlayStation, Deck and generic pads, for both menus and gameplay.
Rush Mode as a full mode: a standalone mode with levels, 4x score, and difficulty that scales per level. In a normal run, Rush chases also feed the difficulty tiers.
Also in this update
New enemies: the circling enemy and the Lane Sentry beam. All enemies are now red, and homing projectiles were reworked.
New hazards: the sliding square trap, Tetris-shaped hazards, and pairs or trios of hazards spawned together. The shapes and groupings change as your score climbs.
Bigger world: layered depth grids, a skyline of towering monoliths, a citadel during Rush, and floating structures.
UI overhaul: every menu and screen got the neon tube look.
Tutorial overhaul: tutorials now play like real runs, using the same Loop clearing, death beat and spawn rules.
Danger feedback: near hazards you get a player flinch, a heartbeat that speeds up the closer you are, and a spinning core. Precision Check is now a thick white beam that grows the closer you cut it.
Boss ring: everything outside the closing ring or containment cage fades to near-black.
Escape timer: it now starts on contact and drains at half speed while you're in range.
Install size halved: Steam went from 951 to 490 MB.