Death animations - every hostile flashes white-hot, then buckles and slumps into a heap: flesh bleeds out, insects splay, machines collapse in sparks and scrap, and viruses swell and burst
Gun designs - all ten guns are redrawn with their own shape and muzzle flash, from a needle SMG with a glass vial magazine to twin phase rails, a shoulder launcher and a frost sprayer
Music - five dark ambient beds replace the arcade loops and crossfade as the fight changes
Reload sounds - clicks, clacks, latches and springs instead of the old creature-like whine; energy guns add a short charge-up
Title camera - glides round the whole floor on a smooth spline, easing into bends
Mutation cards on the Research page no longer claim to be one per run; a run can hold several, each once
A friendly shot no longer swells into a disc just in front of the camera
Volatile Blister - runs at you and bursts; shoot it first, ideally inside a pack
Mitotic Cell - splits into two fast Daughter Cells when it dies
Phage Lens - snipes along a red sightline that locks just before it fires; step off the line or behind cover
Symbiont Mender - hangs back and heals the worst-hurt hostile near it
Boss phases - every boss fights in two or three named phases, adding chained charges, shockwave slams, spiral barrages, blinks, spore mines, toxic trails or escorts that shield it
Vertical look - a setting for how fast the view tilts compared with turning, for mouse and controller, at 40% by default
Research hub - Research opens on a choice of Upgrades, Mutations and Strains
Animated title - a slow camera drifts through a floor of wandering hostiles behind the menus
Reloads - the gun lowers, jolts as the magazine seats and comes back up, with sounds for each gun family
Enemy sounds - alert, pain and death cries in four voices, heavy footsteps, and sounds for the new hostiles and boss phases
Rarer bosses - the Campaign boss fight is the Director on round nine, which can now release any of the six; Survival sends a boss every eighth wave
Pathfinding - hostiles find their way around walls and each other instead of piling up, spread out around you in melee and step aside when stuck
Scarcer ammo - fewer drops, smaller refills and reserves capped at twice the base amount
Pulse Lance - half its hits echo, with 36-round magazines and 0.6 s reloads
Boss bars - gold marks at each phase change, and teal while a boss is shielded
Mutation sound - now a bright rising chime
A Campaign victory banks 10 samples
The death screen names lens shots and boss slams
Menus no longer reopen with Back selected
Hovering hostiles no longer leave their remains floating in the air
Co-op players now see every boss phase and shield, not only the Director's
Bosses on Campaign rounds 3 and 6
Boss and enemy balance is still being tuned after these changes
Title screen - six entries instead of eleven: Play, Multiplayer, Research, Records, Settings and Exit Game. The modes live under Play, and the codex, leaderboards and achievements under Records.
Back returns to where you came from, so leaving the codex takes you back to Records and leaving a seed back to Play.
Scrolling lists - the codex, leaderboards, achievements, research and game lists stay where you left them when you select a tab or Back, and the mouse wheel scrolls the list or text under the pointer.
Daily Breach - one attempt a day, as a daily should be. The results take you straight to the day's leaderboard, and ending a run early still records your score.
The "CHOOSE A WEAPON OR UPGRADE" banner no longer shows up after you have already picked your loot.
Upgrades at their limit, and Reactive Shell with a full shield, are no longer offered as loot.
Survival - health, shield and ammo that nobody picks up now fade after 20 seconds, blinking first, so they can no longer pile up into an endless supply.
The codex text no longer scrolls past its last line, and file titles no longer run into their tags.
The Daily Breach retry button.
Bots can only be added before a game starts, from the lobby or the Play with Bots page.
Gun mods - every gun you own comes back as Mk II and Mk III mods, each adding something new: ricochets, burning pellets, seeking rockets, stuns, shrapnel and more.
Evolutions - a Mk III gun with its paired upgrade evolves into a new weapon: the Singularity Pistol, Breach Cannon, Needle Storm, Pulse Lance, Annihilator, Solar Repeater, Payload Cascade, Storm Conductor, Flechette Tempest or Absolute Zero.
Mutations - 12 run-changing loot cards, from kills that detonate and a freezing dash to a field that heals the whole team. Four are in every loot pool; unlock the rest in Research.
Strains - spend samples on a starting loadout with its own gun or mutations.
The Director - a new final boss on round nine. It releases Apex or Patient Zero from containment, shields itself while that boss lives, then vents reactor shockwaves you have to jump or dash through.
Breach Levels - win the Campaign to unlock ten harder levels, each worth more score.
Daily Breach - one seed a day, the same for everyone, with its own leaderboard.
Play a Seed and Copy Seed - replay or share any seed.
Bots - play Versus, co-op Campaign or co-op Survival offline with one to three bots, or fill empty seats in your lobby.
Revives - hold E beside a downed teammate for three seconds to get them back up.
Leaderboards for the Daily Breach, the fastest Campaign victory and the highest Breach Level, and a friends filter on every board.
Codex - 26 research files on every hostile and on what happened to the facility.
Controller support, menus included, with aim assist and rumble.
Exit Game on the title, pause and results screens. Thanks to the review that asked for a leave button!
Every enemy wind-up has its own sound, heard from the direction of the enemy, and Survival, Versus, boss fights and the Director have music of their own.
Loot cards come in rarities: rare upgrades and mutations turn up less often than common upgrades.
Red marks around the crosshair show where a hit came from.
The results screen names what killed you and shows your build.
Campaign runs are scored, and the results screen shows the score.
Health, shield and ammo pickups you cannot use yet stay on the floor instead of being used up for nothing.
Bots can only be added before a game starts, from the lobby or the Play with Bots page.
The multiplayer lobby's chat no longer tells you to hold Q for standings. The chat and standings keys now appear once a game is under way.
Hosting opens a lobby: see who has joined, chat, and start the game when ready. The results screen can take everyone back to the lobby.
Versus has its own courtyard arena, with a central block and walls that open on every side.
Versus guns are pickups: everyone starts with the pistol, and the other nine guns wait around the map, the heaviest in the gate alcoves. A taken gun returns after 12 seconds, or 20 for the heavy ones.
Volume sliders for sound effects and music in Settings, plus Mute All.
Each kind of pickup has its own pitch.
The Skitter, Leech and Phage Crawler are now the Nanospider, Neuroleech and Macrophage.
Ammo, health, shield and sample pickups now make a sound.
The XP Molecule pickup sound plays even when it triggers a level-up.
Chat reads keys as a US keyboard layout.
Menu sounds for moving, confirming and refused actions.
Every menu, the HUD and all callouts are now drawn in the game's own pixel frame, with two hand-drawn bitmap fonts.
Menus work with the keyboard (W/S or the arrow keys, Enter or Space) and with the mouse, and remember where you were.
Co-op Campaign for up to four players.
Versus: a free-for-all for up to four players in the arena. First to 15 frags, or the most after five minutes, wins.
Multiplayer chat: press T (or Enter during play).
Standings: hold Q for kills, damage and score in co-op, or frags and deaths in Versus.
Each leaderboard opens in full with View All.
The Campaign gives a free weapon or upgrade pick on every level-up, like Survival.
Enemies are more aggressive: attacks aim when their tell ends, lunges carry past you, and melee enemies close in while winding up.
Enemies move 10% faster, including their projectiles, and deal 10% more damage.
In co-op, each extra player adds 25% enemy health and 25% more enemies.
The Arc Conductor sounds softer and lower.
F no longer fires; it only ends a Campaign intermission.
The description line under the selected title menu option.
Enemies move 15% faster, including their charges and every projectile they fire.
Molecules are now called XP Molecules everywhere in the game.
While down in co-op, you watch a standing teammate through their eyes, with their gun and its sound. Click, Space or D switches to the next teammate, and A goes back.
A soft chime repeats every 3 seconds while your loot pick is holding up the team, and every 5 seconds on the host's results screen while teammates wait.
Co-op Survival for up to four players: host a public game, join one from the list, or join a friend through Steam.
The team shares XP Molecules and levels up together, and everyone picks their own loot.
Downed players come back at half health when the next wave starts; the run ends when everyone is down.
Every pickup shows a short notice in the lower left.
A 10 second intermission after each Campaign round; press F to move on early.
Enemies deal 15% more damage.
The Survival arena is the same hall every run, in Nanophage black and teal with green hostiles.
Survival now holds out in one sealed octagonal arena with four gates, instead of new floors.
Separate Campaign and Survival leaderboards: best round and best wave.
Hostiles stream in through the gates away from you, up to a crowd limit.
A wave clear leads straight into a four second breather in live combat to move, collect drops and reload. No clear screen.
Survival loot cards come only from leveling up.
Survival mode with endless waves and a weapon or upgrade pick every time you level up.
Eight achievements, including a campaign win using only the starting pistol and maxed permanent upgrades.
Separate Survival best-wave and best-level records.
Level-up loot choices queue when one XP gain crosses multiple levels.
Twelve detailed wall artworks, including scanners, conduit banks, gauges and damaged panels.
Rooms gain attached bays and connecting passages with varied widths and bends.
Irregular floor and ceiling service features replace the repeating grid while keeping dense pixel detail.
Reduced identical wall-bay patterns across rooms.
Enemy health bars and floating damage numbers, with distinct critical hits.
A level-up callout showing the health and damage gained.
More varied laboratory surfaces, floor details, and ceiling fixtures.
Reward cards wait for a clear-room transition. Firing no longer picks a card; choose one and confirm it.
Personal best round shown during combat and on run results.
Global highest-round leaderboard that retains each player’s record.
Eleven achievements for combat, progression, flawless clears and victory.
Public game description now discloses generative AI assistance for new art and audio, with Nanophage Research credited for the original art.