Grab a controller, dig into deeper health and abilities dungeon by dungeon, and hire some help back at the Shelter.
Added full gamepad support: move with the left stick, aim with the right stick, LT and RT use abilities, Y interacts, A jumps.
B closes windows, goes back in menus and leaves the pause menu; A confirms tips and skips the intro.
On-screen hints switch between keyboard and gamepad buttons automatically.
Health upgrades are now at the start of the skill tree: buy Attack Range to unlock More Health, then gain up to two extra hearts (five in total) in dungeon 1.
Abilities now open one dungeon at a time: Plague Pulse in dungeon 1, Plague Saw in dungeon 2, Hammer in dungeon 3 and Plague Blades in dungeon 4. The skill tree shows which dungeon unlocks a locked ability, and the ability bar shows the same. Skills you already bought stay yours and start working once you reach their dungeon.
The Plague Saw skill moved deeper into the skill tree: it now appears only after the third damage upgrade, so it is not visible in dungeon 1.
Enemy hits now cap out at 1, 1.5, 2 and 3 hearts in dungeons 1 to 4, so more health never makes fights trivial.
The Server skill now hires a server who carries finished cures from the serving table to the sell counter for you.
The Server Speed skill makes your server faster.
The cauldron now bubbles and steams while a cure is brewing.
Party cards now show every player's ping under their avatar, updated every second.
Everything currently affecting you — web, slow, poison, fever and run damage — now shows in one row above your hearts, with the seconds left.
Gaining a buff like +10 damage now pops up as an orange banner in the middle of the screen instead of a number lost among the damage numbers.
Entering the boss room now swings the camera over to the boss for a moment before the fight.
A door appears in the boss room once the boss is dead and takes the party straight back to the Shelter.
The Fungal Depths have a new cast with their own models and animations: spiders, poison toads, plague bats and goblin healers.
Spider nests keep hatching spiders until you break them.
Spider bites wrap you in webs that slow you down for a few seconds, with cobwebs creeping in at the screen corners.
Poison toads barely move: they puff up their throat before each spit and leave poisonous puddles where it lands.
Plague bats swoop in, bite and fly off, then come back for another pass.
Goblin healers keep behind the pack and raise their staff to summon a green cloud that heals them and every enemy nearby, except spider nests.
Fungal Depths ingredients now have their own models and icons: spider glands, mushroom caps, bat wings and royal spices.
The cook now stands behind the cauldron, facing the kitchen, and you cook by using the cauldron itself.
The seller is gone: recipes are now chosen at a recipe book lying on the table.
The shelter floor is now a varied mix of stone slabs, each turned a random way, instead of one repeating pattern.
The shelter walls now mix four brick patterns piece by piece instead of one pattern per side.
Moved the run damage buff icons from next to the map to a column on the left of the HUD, right above your hearts.
The Plague Rat boss scales with your party up to three players: more health, more rats, more falling rocks and faster attacks.
The Plague Rat throws out more rats and hits harder with its charge, tail swipe and slime.
At low health the Plague Rat slams the ground three times around itself in a wide circle, and anyone caught in it is slowed.
The dungeon timer stops in the boss room: the boss fight lasts until one side is dead.
The boss room always has at least six crates and barrels that each drop a heart.
The boss charge warning now shows only arrows pointing where it will run, without the wide lane.
Rats now walk with coordinated steps and a moving tail, and lunge with a bite animation when they attack.
Rats now hit harder the deeper you go: a rat bite takes 40% of a heart in the first room and grows to a full heart by the sixth.
No regular enemy can take more than one heart with a single hit any more.
Enemies now arrive in small packs over time instead of pouring into the room all at once.
Each pack spawns in its own spot, away from players and other enemies, so fights no longer start as one big crowd.
Blood leeches no longer back out of the room through the door while keeping their distance.
Plague slugs now make an audible sound when they jump and land.
Crates and barrels drop hearts more often: 40% instead of 25%.
Rat tails on the floor are one and a third times bigger than before.
Dropped ingredients no longer glow with a light or a ring on the floor: soft sparkles in the ingredient's color now drift up around them instead, so they are easy to spot without lighting up the floor.
Dungeon floors across all four Plague Cellars are now a varied mix of stone tiles instead of one repeating pattern.
Dungeon walls now mix several styles per Cellar — brick, smooth stone, masonry and ruins — instead of one or two repeating types.
Every player now gets their own ingredient drop from each enemy killed — clear 11 rats as a pair and you both get 11 tails.
Ingredients dropped for a teammate stay on the floor until that teammate picks them up.
Fixed a bought heart sometimes staying grayed out after loading into a fresh run.
Fixed joined players seeing the host's patients on top of their own — everyone now has their own queue of 13 patients.
Fixed some players occasionally getting two copies of their own patient queue, doubling it to 26 patients.
Fixed an invisible wall at the serving table: you can now walk through it until you hire the server.
Cures now show their own recipe icon everywhere: on the serving table and sell counter prompts, the seasoning window, cook-a-cure tasks and the daily sell-cures task.
Fixed the dungeon hint: it no longer promises ingredients from crates or E interactions, and explains that abilities unlock in the skill tree.
Fixed the carried cure name running into its count, and the carried cure now shows its own recipe icon.
Fixed the enemy health number sometimes clipping, sitting off-center or blending into the damage trail — it now sits centered and easy to read.
Fixed blood leech spit being too small to see.
Fixed the Dungeon cleared, find the exit message showing after the final boss when there is no exit to find.
When the host leaves the game, everyone else is now taken back to the main menu with a Host left the game message instead of being left in a broken run.
Fixed enemies looking farther away than they really are for players who join a friend's game.
Fixed enemies biting joined players from a distance.
Fixed auto-attacks and abilities of joined players missing enemies inside their attack cone.
Fixed enemy movement sometimes looking jittery for everyone but the host, snapping between a stutter-step and a sudden lurch.
Footsteps and hits on dungeon grates and the Plague Saw now sound like metal instead of a generic surface.
Removed the server standing at the serving table — the cook puts cures on the table and you carry them yourself until you hire one.