- Kudos: your museum now earns kudos every round from the visitors it draws. The end-of-round screen shows them walking in and the kudos coming out as coins, and back in the hall you watch and hear them drop into the collection box by the tunnel entrance.
- Restoration: stand at a damaged exhibit and press R to spend kudos on repairing it. The prompt tells you its condition, what the repair brings it to and what it costs. A repaired piece draws more visitors from the end of that round, but it can only be brought to 75% - a perfect piece has to be dug out clean. A small gold coin appears over any exhibit you currently have the kudos to repair.
- Small finds in the dirt: a pottery shard near every exhibit, and glazed beads and old coins buried deeper. Dig one out and it goes in your pocket.
- Once the exhibit is dug clear, anything still buried glints in its own colour - terracotta, teal, gold. The rarer it is, the deeper it lies.
- A pocket in the corner of the dig view shows what this mound holds and what you have found.
- Get home alive and your pockets sell for kudos: on the end-of-round screen each find goes into the museum and comes out as coins. Get caught and you lose them.
- Taking the exhibit no longer brings the wall down at once. The wall holds a few seconds longer - longer the fewer taps you used - and every tap in that time is free. Dig fast for what is glinting, then run. Stepping back sets the boulder off straight away, and so does digging out the last find.
- The closing bell has moved onto the column to the left of the entrance, further from where you walk, so it cannot be rung by accident. Its prompt is now red, because ringing it ends your run.
- With one tool artifact in hand you can now take a different one straight off its plinth: the one you were holding goes back to its own plinth by itself, instead of the game telling you to return it first.
- The swinging beams on bad ground stand further apart in the later rounds, so a duck and a jump are two moves and not one.
- When the boulder wedges in the museum doorway the stone now shows it: dust bursts off both sides of the frame, chips skitter across the hall floor and powder sifts down from the lintel.
- Running down the seam between two collapsing floor slabs only dropped one of them, and the other carried you across. Both go now.
- Getting knocked down by one of a pair of pendulums could stand you back up directly under the other one, which knocked you down again at once. You now always get up clear of every pendulum.
- The closing bell went dark and could not be rung while you were holding a tool artifact. It now stays lit and works.
- A sliding door or a fallen beam could, rarely, be built with its edge inside a stretch of bad ground.