- A floor beneath the world. If you ever end up under the level you are put back in the hall instead of falling forever.
- A way out of a wedge. Push against something with nowhere to go, or hang in mid-air, and you now work your way free instead of losing the run to it.
- The boulder throws you clear when it slams into the doorway, instead of leaving you to pick your way out of the debris.
- The dig names the artifact in every prompt, and the half-buried choice spells out that you can keep digging rather than forcing it.
- Losing a round without the artifact now tells you that is why.
- Climbing the debris pile in the buried doorway could wedge you in it with no way out.
- Walking into the jammed boulder, after you had already outrun it, cost you the round.
- Timing the crumble let you sprint through the debris into the tunnel, which then counted you as trapped out there.
- Waiting near the doorway as the boulder landed could seal you on the wrong side of it.
- Single-player only for the moment. Co-op is built and will follow once it has been properly tested.
- Crouch is bound but nothing needs it yet.