Voltage dips: Ceiling lamps on a shared stretch of wiring now sag together for a moment, with a faint buzz if you are close; derelict, laboratory and maintenance floors do it most, and sealed and quarantined floors almost never
Tripped circuits: A whole stretch of lamps can go out together far from you, with the clank of a breaker, and strike back on a few seconds later
Lamp warm-up: Some lamps stutter and catch with a buzz the first time you come near them
Building noises: Maintenance, bunker and laboratory floors carry the sound of distant machinery starting and stopping, derelict and collapsed floors creak and shed grit, and other floors occasionally rattle a loose panel; each happens rarely, never overlaps another event and comes with a caption
Wind at windows: Floors with windows, especially collapsed, derelict and freezing ones, carry gusts of wind at a pane, and standing next to a window can let in a little more; the wind draws on seven different recordings, soft draughts and stronger gusts, never the same one twice running, and a gust bends the rain
Leaks: A drip falls as a thin pale streak from the stain above it and lands in the puddle with its sound, and a faint ripple spreads across the water, thinning as it goes
Weather: The night outside Block 9 is either clear or raining, chosen once for each shift so it stays the same as you climb; rain falls beyond the windows and shows through intact glass as streaks and trails, the moonlight softens under the cloud and the haze closes in a little
Rain sounds: Rain is soft and muffled through intact glass, clearer and louder at a broken window, and a distant wash in the rest of the building; floors without windows hear none, and the weather fades in and out rather than switching
Moonlight: Moonbeams and their light thin and thicken slowly as cloud passes, each window on its own cycle
Left notes: Some floors carry a pair of handwritten notes in two different rooms, one answering the other, written to suit the floor (flooded, medical, laboratory, maintenance, shelter and others)
Skyline: Rooftops across the street gain water tanks, aerials with warning lights and chimneys, a few chimneys smoke, and some of the taller blocks step in towards the top
Left behind: On a new shift, some residential rooms hold a small arrangement left in a hurry, such as a bag and keys by the door, a half packed box, a meal left on the table, a desk with personal things, a first aid kit set out, or tools put down mid job; storerooms and shelters keep tools, tins and torches
Cobwebs: Storerooms, plant rooms and workshops, and worn floors, gather more webs in their corners, while medical floors, laboratories, offices and bunkers are kept cleaner
Ageing: Ceiling stains from leaks gain smaller satellite stains, corners of worn floors and utility rooms darken, and maintenance, bunker and derelict plant rooms collect damp patches on the floor; clean medical, laboratory and office floors stay mostly unmarked
Industrial plant: The distant works gain a second chimney, a tank yard, a pipe run and a glow on the ground, the chimneys are wider at the base and give off a larger plume, and the blocks between the plant and your window are kept low enough to see it over
Window glass: Intact window panes are translucent grime rather than solid slate, so the street blocks, lit windows and warning lights show through the dirt, while streaks and stains still dull the view
Fog: The haze is visible and takes its colour from the floor, pale green in medical and laboratory areas, dusty brown in derelict and archive areas, cold blue in maintenance, bunker and spillage areas, sallow in offices, and almost black on a blackout; freezing floors are bluer
Lamp colour: Medical and laboratory lamps burn a little paler, and derelict and collapsed floors a deeper amber
Floor traits: A dead stretch of wiring makes circuits fail more often and quietens the machinery, freezing floors draught more, and stale and sealed floors go quiet for longer
Sound: Building noises are spaced out so no two stack, a rare event replaces the usual noise rather than joining it, and repeats are held back
Moonlight: Walking into a moonbeam no longer shows its edges or a white wash; the beam fades out completely while you stand inside it, and its cross-section and floor patch now take the shape of the window instead of an oval
Lobby windows: The lobby has no skyline, so its window glass is solid again while the wooden frame keeps its own texture
Rain: Falling rain is only seen through windows and over the street; it no longer streaks across interior walls and furniture
Wind: The single looping wind recording is gone, replaced by the new soft wind and gust recordings
Daily shifts: Each UTC day has one of seven rules, such as a failing lighting circuit, no heating, supper left out or everything locked away; the rule changes how the floors are laid out or how the contamination is spread, is named in the lobby and stays with a shift you continue
Loud rooms: A room that reads loud can hold nothing, a little salvage, something left behind or a rare stash; the reading never says which
Personal best: Arriving on a floor above your saved best adds BEYOND YOUR BEST to the arrival message, once per run
Missing notices: A badge belonging to a resident on the lobby board is marked ON THE LOBBY BOARD
Exposure report: The report shows how many pill packs were bought from the kiosk during the run
Floor building: Hazard spills and contaminated items sealed in cupboards are now checked for a place you can reach; one that cannot be reached is moved to a clear spot or put out in the open
Surfaces: Bathroom and ceramic floor tiles catch the torch along their grout lines, the carpet has a woven pile, and metal floors, sheet metal, the lead drum and the transformer box show worn paint and scuffed plate
Missing notices: The lobby no longer fails to build when Steam friends are shown and fewer than five are found
Moonlight: Moonbeams through glazed windows no longer show stepped, jagged edges or a dark cross from the window frame
Floor building: Every contaminated item is checked once its floor is finished, and one that has ended up outside the building or inside a wall or furniture is moved to a clear spot on the floor before you arrive
Recovery: A contaminated item that falls through the floor or gets stuck in solid geometry is put back at the last place it rested, without changing what is on the manifest
Lead drum: Containing a contaminated item now sends a billowing green plume and glowing sparks out of the drum, lights the room green for a moment and stamps SEALED above it, with a gas hiss and a bigger burst for a stronger source
Main menu: The bulletin shows the newest published update when it is newer than the latest news post
Contaminated items: Items that were lost under a floor or inside a wall, which could leave the lift locked, are now put back where they can be reached
Salvage crate: Unloading a pack of worthless pieces now says NOT WORTH A THING instead of blaming the lobby
Salvage deposits: The cash that flutters out of the crate no longer picks up the crate's item outline