Endless runs - Runs no longer end after round 9. Keep fighting through new enemy waves that grow stronger and more crowded as you progress.
Boss encounters - Bellkeeper awaits on round 5, then returns on round 20 and every ten rounds afterward. The Maiden is planned for round 10 but is still in development. Until she arrives, round 10 contains ordinary enemies, and Bellkeeper fills the later boss encounters.
Endless leaderboard - A fresh leaderboard ranked by rounds cleared. Previous scores will no longer appear on the updated board.
Lightning IV - Charging a rune now also calls down a sequence of three lightning strikes at your position.
Hunger I–II - Festermaws arrive with six goblins and have a 33% shorter cooldown for eating goblins. At tier II, their death burst throws an additional chunk for each goblin eaten.
Memory of the Bellkeeper I–III - Available after your first Bellkeeper victory. Summons apparitions that throw one, two or three spectral bells, depending on tier.
Totemic Bond - While this Hollow Idol is in your Relic slot, you can equip a second Hollow Idol in your Weapon slot. Both idols still use Relic stats, not Weapon stats. All Hollow Idols gain 30% increased cooldown recovery. Cast one idol with your primary attack and the other with your Relic ability. Each has its own cooldown. Let the idols do the work!
Monster reinforcements - Monster curses now keep sending reinforcements throughout the round, instead of stopping after their initial arrivals.
Enemy health - All six ordinary enemy types have 10% less base health. Bosses and their summons retain their existing base health.
Cinderwick - Beyond round 9, its health grows more slowly than other monsters'.
Weapon damage - Stormglass 44 → 50, Rimefang 48 → 53, Moonreave 46 → 52.
Extra loot - Every round now has a 20% chance of one additional item, bringing the average to 1.2 items per normal round and 2.2 per boss round.
Corruption Essence - 5% → 10% chance after ordinary rounds; 60% → 100% after bosses.
Family essences - Each of the four family essences now has an independent 25% chance after ordinary rounds. Bosses still guarantee all four.
Item quality - Early Legendary drops are less common, one-socket items stop dropping from round 13 onward, and Divine items gradually become more common in later rounds while remaining rare.
Fire II/III - Fixed dealing no damage when crossed quickly.
Ice orbs - Fixed pursuing orbs getting stuck against each other or floor edges.
Cinderwick fire - Fixed lingering fire losing its per-round damage scaling when its owner died.
Saved runs - Fixed losing flask charge progress or uncollected rewards when continuing a saved run.
Menu clicks - Save-error messages no longer obstruct menu clicks.