Enemies now burst into four flying chunks of their own sprite when they die, spinning and arcing before fading, instead of just squashing flat.
Two new HP upgrades with unique downsides. Scar Tissue: +45 Max HP, but all healing you receive (regen, lifesteal, Med Kit, Patch Up) is halved. Overstuffed: +65 Max HP, but touching an enemy hurts twice as much — projectiles, AoE and burns are untouched.
Level-up cards now show exactly what the pick does to your build, e.g. "+10% Damage (145% -> 155%)", instead of a flat number with no context.
A red pulse flashes from the screen edges the moment you're hit, so a hit in a busy fight is never missed.
The wave timer turns red in its final six seconds as a warning to stop pushing and start surviving.
The shop now shows your total loadout DPS next to your coin count, so you can see whether a purchase actually made you stronger.
Escape now closes the shop stats panel, matching every other menu.
🧼 Improved
Pickups now accelerate toward you instead of moving at a flat speed, so collecting a big pile of coins feels satisfying instead of mechanical.
Cold Snap reworked: instead of -6% coins, it now gives enemies +3% HP alongside its -10% enemy speed, so the drawback is about the fight in front of you rather than your economy.
Enemy HP, Contact Damage and Healing Received are now shown on the character stats panel.
🪛 Fixed
Fixed a bug where a screen-edge "hurt" effect could have strobed continuously while standing in fire, poison, or bleed — damage-over-time now correctly does not trigger it.
⚠️ Known Issues
Scar Tissue can be offered in the same shop as Med Kit or Field Medic despite actively working against them. Worth a look if it plays as a trap rather than a real choice.
Boss waves still have no time limit — a boss you can't out-damage stalls the run rather than ending it.
The shop economy rebalance from the last update is still light on real playtesting in a long run.