- A collection board beside the tunnel entrance, in view the moment you spawn: twelve carved places, one for every piece the museum can hold, in the order you will dig them up. Each holds a carved symbol of its piece, cold until that piece is secured and warm once it is - on its plinth or out with you as a tool, both count.
- The four pieces that can be carried back down as tools carry a mark of their own, so you can see there is something more to them before you have found one.
- Museum leaderboards on a brass board in the hall, opposite the bell. Press E to read the whole thing: the top fifty, and your own place wherever it falls, scrolled with the mouse wheel.
- A finished museum now lands on a board. Your score is the visitors your museum drew divided by the rounds it took, so care pays and a lost round costs - it never rewards rushing.
- Today's dig: one seed a day, so everybody walks the same twelve corridors that day, with its own board for the day.
- Your best run of the day is the one that counts, so you can go again as often as you like.
- Press Tab while reading the board to move between all time and today's dig.
- Ring the bell and you are asked what you want, with what each choice costs: close the museum, or run today's dig. Hold the key rather than tapping it, and a museum is never closed without a second ask.
- The first thing you dig up is the Seer's Eye, and once it is on its plinth you can carry it back down the tunnel from round two. It shows you where the next piece is buried.
- Today's dig does not end your run. Your museum is set aside exactly as it stands and comes back when the dig is over, and you can walk back to the bell and return to it at any point between rounds.
- While you are running today's dig the entrance says so, and the hall tells you your own museum is waiting for you.
- The bell glows while it has something to offer, and a line in the hall says what it does the first few times you are near it. It can be rung in an empty hall now, so today's dig is there from your very first visit.
- The board on the hall wall shows today's dig while you are running it, and the all-time board the rest of the time.
- The end-of-round ledger tells you a piece is waiting on its plinth from the very first round, instead of two rounds later.
- The end-of-run plaque leads with your museum score, says how it was worked out, and tells you when it is your best yet.
- Getting knocked down by a pendulum, falling rock or a swinging rib costs you a second rather than a 1.25 seconds, so a mistake on the way home is less likely to end the run.
- If you resume a saved museum that holds only the Rosewood Casket, your next dig turns up a second one. Start a new run to clear it.
- A museum you started before this update will still finish, but it cannot be ranked. Currently the game has no way to know how long you had already been playing it. Start a new run for a place on the board.
- A run played with cheats enabled is never ranked.
- A finished run takes a few minutes to reach the board on the hall wall. The plaque at the end of your run shows your place straight away.
- The boards are empty until somebody finishes a full twelve-piece museum.
- Today's dig is one sitting. It keeps no progress of its own, so leaving part way through loses the dig - your museum is untouched either way.
- A run begun before midnight and finished after it counts on the all-time board but not on either day's board.