Danger Tiers — a whole new difficulty ladder. Pick your challenge from Danger 0 up to Danger 5 on the character screen; every step up makes enemies tougher, faster, hit harder, and swarm in greater numbers — and pays out more materials and Mastery XP to match.
Clear wave 20 on your current tier to unlock the next one, and keep climbing toward the ultimate run.
Every Danger tier now has its own leaderboard — flip between them right on the leaderboard screen — so a deep run on Danger 5 stands on its own, apart from Danger 0.
Mastery ranks finally reward you: each rank you earn gives every future run a permanent head start, with bonus max HP, damage, and starting materials that grow the higher you climb.
Eight new starting weapons unlock as Mastery milestones, one for each rank from Fighter up to Mythic — the Blade, Sniper, Grenade, Tesla, Minigun, Laser, Railgun, and Scythe.
A brand-new blood-splatter effect bursts and settles into a pool wherever an enemy falls.
Hit-stop — the action freezes for a split second on kills and crits, so every blow lands with real weight.
Enemies now flash bright white the moment they take a hit.
Every leaderboard entry shows that player's Mastery rank badge right next to their name.
Choosing your starting weapon is now a tidy dropdown instead of a long row of chips stretched across the screen.
Power Diverter, Riot Shield, and Cast-Iron Pan each have a distinct trade-off now, so they no longer feel like copies of other upgrades.
Reduced Effects now also switches off the new blood splatter and hit-stop, alongside the screen shake, for a calmer, smoother run.
The in-run weapon hotbar sits a little higher for a cleaner view of the arena.
The Lemon Shotgunner's projectile is smaller and easier to read.
Cheated and flagged scores can now be properly cleaned off the leaderboards, so the boards stay honest.
The Lemon Shotgunner's projectile no longer trails red behind it.
urst weapons like the Revolver still display their fire rate in the shop as bursts-per-second, so it reads slower than it actually fires.
The Tater Tot's held weapon still doesn't animate its swing or jab (purely cosmetic).