This is the biggest update the game has had, and it changes enough that I'd ask anyone who tried an early build to give it another go. https://sbox.game/peachy/onemoreexhibit

THE SHORT VERSION
You dig artifacts out of a tunnel wall, run them home ahead of a boulder, and build a museum. The first public build had the loop. This one has the game around it.

WHAT'S NEW

A museum worth filling. Visitors now gather behind velvet ropes along the hall, more of them as your collection's fame grows, and the sign over the door counts them. There are twelve one-of-a-kind artifacts to find, from a rosewood casket to the Oracle's Knot, each drawing its own crowd. Chip one getting it out and it goes on its plinth cracked, for everyone to see.

A tunnel with depth. Bring three pieces home and the earth gives way to grey limestone under colder light. Deeper still it turns to basalt, near black, with teal mineral catching your lantern. The tunnel also keeps getting longer all the way to the twelfth exhibit.

Traps that ask more of you. A fallen beam you can only get under by crouching. A sliding stone door you open on the way in and can pull shut behind you on the way out to slow the boulder. Bad ground: stretches of old shoring where timbers lie flat along the wall and swing out as you pass, high ones to duck and low ones to jump, with the post's height your only warning. And nine combination traps that arrive one per exhibit and sit tight together: land a jump straight into a crouch, time two pendulums swinging out of step, or break a floor carelessly on the way in and find the way out of that pit half buried in rockfall on the way home.
A slide. Crouch while running and you drop under things at speed, carrying your find out in front of you.


Carry in your finds for meaningful effects. The Warden's Aegis saves you from the boulder once a round. The Surveyor's Scarab reads what's coming and is the only warning you get for bad ground.

Your museum is saved between sessions, and a closing bell by the arch lets you end a run properly and start fresh.

IF IT DIDN'T SIT RIGHT THE FIRST TIME

I read the early feedback and most of this update is an answer to it.

"Losing snowballs." It doesn't any more. Difficulty now follows how many exhibits you've brought home, not how many rounds you've played. Lose a round and you get a fresh tunnel at the same pressure, not a harder one.

"I lost my artifact and that was that." A piece you fail to bring home stays down there. The next dig offers it again, scarred by the trip, until you get it back. A tool lost to the boulder comes home damaged instead of vanishing.

"The run ended before I could finish." The twelve round limit is gone. The run ends when the last plinth is filled.

"Nothing to think about on the way out." Now there is. Every hit on the way to the dig breaks a pane of your lantern, something up the tunnel answers it, and the wall gives up sooner when you start digging. You arrive at a dig face already wearing the knocks you took.

"It got repetitive." Three layers, six hazards, nine combinations, and corridors drawn fresh every run. 

I'm excited to hear what you think. This is my entry for s&box Game Jam 3 (theme: "One More Round"). Many thanks to all the players who have enjoyed it so far and left their valuable feedback! It all helps me shape the game for the better. Special thanks to those who have nominated this for the Game Jam also <3