Room entry now spawns a burst of several enemies at once instead of trickling in, and killing an enemy can spawn a replacement nearby.
Added a new floor hazard to the second dungeon: a warning circle grows on the ground before a strike lands.
Currency chests now open with a proper hinged lid, a light flash and bursting shards, with crystals visible inside.
Breaking barrels and crates now sends boards, hoops and dust flying and settling, visible to every player.
Added a wall banner and a wooden cabinet as new decoration.
Cures sold to a patient now stand as jars on the seller's counter.
The patient queue is now 13 people long.
The results screen now shows each player's own shards earned and enemies killed.
Task rewards now show with a badge icon.
Redesigned enemy health bars: bigger, rounder, with tick marks and a trailing damage catch-up fill.
Rats are now twice as big.
Bosses are now three times bigger, with their hitbox and attack range scaled to match.
Wall torches unified into one model with real fire, smoke and flickering light, replacing torches with no light; rolled out to the main menu and all first-dungeon rooms.
Selling no longer waits for a patient to be standing there, and the sell queue and its timer now keep running while the party is in the dungeon.
Redesigned health as bigger segmented hearts with precise partial fill.
The bag now shows every ingredient you're carrying instead of hiding some behind unlock progress.
Reworked auto-attack, the Plague Saw, Plague Blades, the lightning ability and the hammer ability, and rebalanced their damage together under one shared formula.
Plague Slug's contact damage raised to match other enemies.
Regular melee enemies now only hit within a tighter arc in front of them, but turn to face you faster; knockback now matches how hard you were hit.
Resource-bag knife barrage now hits a target as soon as it overlaps the blast, instead of needing an exact center hit.
Simplified movement speed to a flat base, scaled by the skill tree and adrenaline.
Each health upgrade now grants a full heart instead of a sliver, and the old health cap is gone.
The ingredient-yield skill now adds bonus ingredients directly on pickup instead of just raising drop odds.
Fixed the currency chest appearing upside-down and not showing its open/closed state to everyone.
Fixed break debris rendering as giant cubes instead of small dust and boards.
Fixed the boss fight sometimes leaving stray enemies behind, letting loot go uncollected, or double-completing the run.
Fixed sick patients sometimes not wearing their infirmary outfit.
Fixed daily task progress only saving when you changed scenes.
Fixed a task tracking a removed enemy type; it now tracks blood leech kills instead.
Raised the ceiling on the music volume slider.
Fixed bag and chest rewards (shards, seasoning ingredients) going to the whole party instead of just players who had personally unlocked them.
Fixed starting resource bags spawning more than once per room.
Fixed the dungeon run timer's bonuses not scaling evenly, and activated a previously non-functional time-per-door skill.
Fixed currency chest rewards going to the whole party instead of scaling to each player's own bonus.
Fixed regular enemies dropping a separate ingredient per party member instead of one shared pickup.
Fixed first-dungeon enemies silently defaulting to the lowest possible point value.
The boss no longer drops a random reward or counts toward a room's score (it still counts toward your kill stats).
Removed three unused first-dungeon enemies: the carrier, the fat rat and the spawn brood.
Removed several old bonus perks that no longer fit the current skill tree.