Attunement Gem: a new skill gem that goes in your gauntlet's skill slot and empowers your basic and heavy attacks based on the gauntlet's element:
Fire: basic attacks set enemies on fire.
Ice: hits build frost that slows enemies. Ten stacks freeze them solid.
Lightning: hits arc to nearby enemies, and heavy attacks jump farther.
Earth: basic attacks shrug off hits, but heavy attacks charge slower and are easier to break.
Wind: heavy attacks wind up faster, charge twice as fast and gain up to +100% damage at full charge.
Arcane Gem: increases maximum mana.
Wellspring Gem: increases mana regeneration.
Siphon Gem: each kill gives back mana.
Gem Tiers, Merging & Shrines
Gem tiers: gems now come in five tiers: Rough, Polished, Flawless, Radiant and Perfect.
Merging: drag a gem onto an identical gem of the same tier to merge them into one higher-tier gem.
Shrine of Upgrade: upgrade one equipped gem. Each shrine can only be used once.
Reworked gem visuals and animations, and limited where reward gems can spawn on the board.
Gauntlet & Inventory Screen
Redesigned gauntlet screen: your gauntlet is now a fully animated hand and arm, with gem sockets on the fingers and idle gestures.
New gem rail: slanted cards show your gems at a glance, with a new bar for swapping gauntlets and new screen animations.
Reward menu animations: the hand reacts when the menu opens, then drags and swipes the board away when you close it.
Press C to open or close the inventory.
The default gauntlet is now grey, so Lightning can use a true yellow.
Fixed dragging skill gems and old names showing on the rail.
Treasure Chests
Choosing a gauntlet now happens inside an animated chest. The lid swings open and the two gauntlets pop out.
Nameplates show each gauntlet's name, rarity, and primary and secondary slots.
The side you're choosing glows and the other dims, with mouse or controller.
Combat & Enemies
Smarter groups: melee enemies now take turns attacking, circle you and flank. They press harder when you drink a potion, charge a heavy attack or run out of stamina.
Eyeball: it now visibly charges its fireball, and hitting it during the charge cancels the shot. It also dies in a small black hole, and its fireballs burst on walls.
Caster: a danger marker now shows where each fireball will land.
Enemy status icons: added icons to show effects on enemies.
Finding the last enemies: if you can't find the last few enemies in a room, they now glow through walls until you spot them.
Added more attack effects for enemies and bosses, including slashes, ground rings, impacts and bite effects.
Added stronger hit and hurt feedback.
Fireballs now register only one hit each.
Audio
New sound effects across combat, enemies, levels and menus.
New ambience for each level, plus a dedicated ambience volume slider.
Added hover and click sounds in menus.
Added a warning sound when you run out of stamina.
Ambience no longer plays while the game is paused.
HUD & Feedback
Added a mana bar.
Reworked the level up indicator.
Low stamina now shows frosty edge wisps and breath instead of a grey screen.
The enemy outline now turns off once an enemy is in sight.
Menus, Settings & Tutorial
Added a transition from the main menu into the game, and a new spawn intro.
The tutorial now teaches gem merging and inventory basics.
Reduce Motion: a new Gameplay setting that skips menu animations.
Refreshed the toggle button art.
Fixed the Controls scrollbar stretching, and lined up the Keyboard and Gamepad lists.
Closing the inventory no longer asks for confirmation, unless gems are left on the board.
Closing the reward menu after claiming a reward no longer asks for confirmation.
Fixes
Cave chest: it was giving lower-level loot than intended and can now roll better gauntlets, including more UltraRares.
Fixed the Hell chest's interaction prompt so it matches the other chests and faces the player.
Fixed the interaction prompt sitting too low on the Cave and Hell chests.