Ember shedding - bosses now drop a few embers every time you knock off a chunk of their health, so hitting them keeps your flame fed
Hearts - at two thirds and one third of its health every boss drops a heart (+30 flame)
Tired stomps - stomping a tired boss while it rests on the floor knocks a burst of embers out of it
Hearts are rare - with this rule active a boss only drops its second heart, and endless mode drops fewer embers
Own arenas - every boss now fights in its own, much wider arena built around its attacks: lava pools, crumbling ice, ledges and corner springs
Tired bosses - the flying bosses (Broodmother, Frost Warden, Ember Wyrm, The Gloom) sink to the floor every few attacks: your chance to stomp them
Darkness picker - choose DIVE and pick your Darkness level on its own screen (Normal is always there)
How to Play - a new page explains Darkness
13 new achievements - the two deepest worlds, every boss, your first and all candles, all relics, and Darkness 1, 5 and 10
Arena springs - they throw you a lot higher, right back up to the top ledges
Glut is now Darkness - beat The Gloom on your highest Darkness to unlock the next one, up to Darkness 10. Each level adds one rule and pays 20% more wax
At most 3 cards - you always choose from at most 3 Embers of Power, and bosses no longer add an extra card
Second Look - the altar blessing KEEN EYE is now SECOND LOOK: your first reroll after every level is free
Daily Dive - removed from the title menu to keep the focus on the main dive and the Chapel
The well remembers - every new endless loop switches on two random Darkness rules that stack for the rest of the dive (shown as DARK +2, +4 ... on the HUD)
No easy restart - the first endless loop now starts harder than The Deep, and every loop after it gets tougher: more health, harder hits, faster enemies, more elites, a hungrier flame
Rarer shops - shops show up half as often in endless mode and get pricier every loop
Tougher bosses - endless bosses have more health and attack faster every loop