Audio
Replaced the single overused UI click sound (previously reused, pitch-shifted, across menu clicks, deny feedback, chest-opening, and piece-hold) with distinct sounds per role: menu confirm/click, deny/cancel feedback, treasure chest opening, and piece hold each now have their own cue.
The bomb gem's fuse-ignite cue no longer reuses the generic UI-confirm sound — it now has its own sound.
Visual Effects
Line clears now have a softer bloom glow plus a rippling wave of light that travels outward across the board's columns from wherever the piece that triggered the clear landed.
Your weapon attacks (sword, hammer, shield, spear, sabre) now have a chiseled metal-bevel look and leave a brief, fading motion-trail afterimage as they swing. Enemy garbage-attack projectiles and the next-piece queue preview got the same treatment.
Fixes
Fixed the gem-selection screen waiting through a stretch of dead air after its confirmation chime had already faded out, before transitioning to the map.
Fixed a crash: boss garbage attacks landing on an already-topped-out board could silently erase your locked stack instead of ending the run, causing the game to crash a few seconds later.
The game now saves your run on every screen transition instead of only at specific checkpoints, so a crash costs less progress.