- 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.