Six candy pets with their own models: Sprinkle, Fizzy, Wobble, Twizzle, Scoops and Sugarking
Candy egg in the Candy world hub. Walk up, press E and hatch one
SUGAR, the candy world currency. It drops for breaking through a tunnel layer there, same as souls in the Nether
Each egg only rolls pets from its own world, so the odds you see are the odds you get
Both eggs cost 500 of their world currency
Hell pets are much stronger now: x3 to x8 instead of x1.6 to x4
Candy pets run x1.6 to x4, so the Nether set is a clear step up rather than a sidegrade
Two equipped pets add up, so two Pyrelords give x16 pickaxe power
The currency counter only shows up in the world it belongs to
Pickaxes kept spinning but dealt no damage while a menu was open
The top of the egg had no icing on it
The placeholder line in an empty pets inventory
Six hell pets with their own models: Ashling, Scorchwing, Molty, Wispy, Cerbie and Pyrelord
Hell egg in the Nether hub. Walk up, press E and hatch one
Every egg gives a separate pet, so duplicates stack up in your inventory
Two pet slots. Their multipliers add up, so x4 and x3.6 give x7.6 pickaxe power
Pets menu on key 5 with the full inventory, sorted by power
DELETE button: mark the pets you want to release, then confirm
BEST button: equips your two strongest in one click
SOULS, a second currency that only exists in the Nether world
Souls drop for breaking through a tunnel layer, from 100 on zone 1 up to 400 on zone 12
Zones 7 and deeper pay a random amount within 50 of the base
Other players can see the pets following you
Level cap raised from 200 to 300
Rebirths raised from 30 to 40
Orbiting pickaxes raised from 12 to 16, with new ones at levels 225, 250, 275 and 300
The XP curve past level 200 climbs gently, so the new hundred levels are a long goal and not a wall
The Pass button no longer shows a red counter that clipped through its icon
NETHER WORLD - a fourth world with 12 burning zones, from Netherrack down to Hellcore.
10 new pickaxes, and every one of them is lit: the glow ramps up the ladder, from Cinder barely smouldering to Damnation lit end to end.
Basalt is the one that never glows at all - it is there so you can see how far the rest have come.
Soulfire burns cold blue instead of orange, so the late game is not just the same pickaxe getting brighter.
Cinder, Basalt, Brimstone, Magma, Blackglass, Emberforge, Bloodstone, Soulfire, Hellforge, Damnation - power 190 to 325, priced 3M to 80M.
Worlds are now unlocked with a one-time Wins purchase instead of a rebirth requirement. Sand 3K, Candy 100K, Nether 1.2M.
Two new training dummies in the Nether: x10 XP at 16 rebirths, x16 XP at 22.
Worlds menu rebuilt: one wide row per world, the price on the card, and a single click both unlocks and travels.
Large numbers are now shown short everywhere - a wall reads "2M HP" instead of "2000000 HP".
Zone health and pad payouts rebalanced across the Sand, Candy and Nether worlds.
Payouts in worlds 2 and 3 were lowered so that shop prices matter again - a full shop is now roughly one deep run instead of a fraction of one.
Candy World was still running its old, much harder zone table - it never picked up the rebalance.
The Pass button's notification badge was drawn underneath its own icon and was almost invisible.
Rebirth requirements for travelling between worlds. Rebirths still drive your damage and payout multiplier, they just no longer lock the portal.
Battle Pass: open it with key 4 or the gold button in the left menu.
30 tiers per season. Season 1 ends on September 2.
Daily quests: 3 every day, a new set at 00:00 UTC.
Weekly quests: 4 every week, a new set every Monday.
SP comes only from quests, so the pass moves when you play, not when you idle.
Tier rewards: wins, fortune wheel spins, aura rolls, and x2 / x3 damage and wins boosts.
Three season trails that cannot be bought at any price: Quartz x3.25, Aurora x4.25, Singularity x5 damage.
Singularity is the strongest trail in the game and only a finished pass gives it.
Each claimed tier adds +1% damage while the season lasts, up to +30%.
The pass button shows a counter of everything waiting to be claimed.
Claim your tiers before the season ends. Unclaimed tiers go with the season, trails you own stay forever.
Pass wins are counted from your current aura spin price, so a tier is worth the same at rebirth 1 and at rebirth 30.
Reward cards show the real amount you will get instead of a multiplier.
The trail shop now shows which pass tier unlocks a season trail instead of a price.
The endgame trails cycle their colour as you move, so Rainbow, Lava, Inferno and the three season ones read as animated.
Trails now leave a ribbon behind you as you run, and everyone in the lobby sees it.
Achievements are in: 20 to unlock, 1000 points in total.
They cover the whole run: breaking blocks, clearing tunnel zones, rebirths, collecting pickaxes, rolling auras and spinning the bonus wheel.
Your existing save counts. Zones you have cleared, rebirths you have done and pickaxes you already own unlock on your first launch, nothing to redo.
The hardest four: reach the 30th rebirth, hit level 200, own all 28 pickaxes and roll all 10 auras.
Daily rewards screen with 14 days of gifts, a new one ready every 12 hours
Gifts come in everything the game already runs on: wins, fortune wheel spins, aura spins, damage boosts and wins boosts
Day 7 and day 14 are milestones, marked with a gold frame, and hand over two rewards at once
The gifts grow with the run: 500 wins on day one, 2 million wins and 5 aura spins on day fourteen
Take all 14 and the cycle starts again, with every wins reward from then on paying triple
The whole path is on screen from the first day, each card showing the icon of what it gives, so you always know what you are coming back for
Skip more than 48 hours and the streak returns to day one, everything already taken stays yours
The screen opens on its own once per launch, so a ready reward is never sitting there unnoticed
A claimed day is written to the save the moment you take it and cannot be lost to a crash
CANDY WORLD - the third world, opening at 20 rebirths. Twelve zones from Marshmallow to Rainbow, its own tunnel, its own shop and its own training dummies.
Eight new pickaxes: Chocolate, Caramel, Gummy, Peppermint, Rainbow Sugar, Rock Candy, Sundae and Lollipop, running from 110 power to 180.
Every world now hands you its opening pickaxe free the first time you arrive. The rebirths that unlock a world are its price.
Every tunnel now ends on a board that tells you which world is next and where to go for it.
Rebirths now do one thing, properly: they make you hit harder. They used to multiply pad payouts on top of that, so a single lap after prestiging paid for half the shop.
The game remembers which world you were in and puts you back there next time you play.
The worlds menu wraps onto a second row and scrolls, so it keeps working as more worlds arrive.
Candy world block HP is built around the pickaxe you are actually holding when you walk in, not the one you finish the world with.
Large block HP readouts were trimmed at both ends - a 312 500 HP block showed as "312." instead of "312.5K".
Arriving in a world could swap a stronger pickaxe out for that world's free starter one.
Clicking the world you are already standing in teleported you to its spawn, which was a free instant exit from anywhere in a tunnel.
The Auto Win countdown kept burning while a menu was open, so opening one mid-run cost you the rest of the lap.
Pickaxes past the 31st silently stopped being saved.
World cards in the menu overhung the panel and the number badge sat on top of the world's name.
The rebirth multiplier on golden pad payouts. A pad now pays exactly what its board says, plus any wheel boost
Auto Win. Press Z, or the red tab at the top of the screen, and your miner takes over the run.
Every run gets 45 seconds inside the tunnel. It digs as deep as your pickaxe can chew, then walks back and cashes out on the last zone it actually cleared.
A live countdown on the new top tab shows how long the current run has left, and whether it is heading in, digging or cashing out.
Toggling Auto Win always returns you to spawn, so every run starts from the mouth of the tunnel.
Leaderboards now show the top 10 players instead of the top 6.
The hub has been rebuilt from the ground up - every platform, prop and tunnel was reworked and placed by hand.
The bonus chest and the fortune wheel now face the plaza. Both used to stand side-on to anyone walking up to them.
Several world mechanics were reworked on top of that, including how the tunnel, the payout tiles and the shop stands are placed and registered.
The bonus chest's "Press E" prompt was measured from a fixed point in the world rather than from the chest itself, so it could appear in the wrong place.
Leaderboard rows no longer crowd the "You" line at the bottom of the board.
The old procedural world builder, along with the duplicate props it could spawn on top of the real ones.