7 changes in this update

Added

3 changes
  • More colors — the palette now grows from 3 up to 6 as your score climbs, so the matching gets richer (and tougher) the longer you survive.

  • Map themes — the world shifts through six background environments as you go, instead of one static sky.

  • Two new ways to play, rolled in at random when you start a run

Improved

2 changes
  • The loaded mode is now clearly shown on screen (COLOR / FORM / BOTH / DAILY MODE) so you always know what you're playing.

  • Rebuilt the speed curve to ramp smoothly and evenly — a real middle gear instead of a flat start followed by a sudden wall.

Fixed

1 change
  • The SAVES counter no longer overlaps the mode text (moved clear to the top-left).

Known Issues

1 change
  • Daily currently appears at random rather than as a single fixed daily challenge, and new shapes are still on the way.

7 changes in this update

Added

2 changes
  • Near-miss tension — the screen edges glow red as you bear down on a gate you haven't matched yet. Switch to the right color/shape at the last moment and you get a white flash and a quick camera punch as a reward for the save.

  • Close-call tracking — last-second saves are counted during your run and tallied on the game-over screen.

Improved

3 changes
  • Reworked the entire difficulty curve. Speed now builds smoothly and evenly from a calm start, with a real middle gear — instead of sitting flat and then spiking. A genuine sense of escalation the longer you last.

  • Gates come more often as you go. Runs tighten as your score climbs, so there's less dead space between decisions and more to do past the opening seconds.

  • Faster leaderboard submission — your score pushes up the moment a run ends

Fixed

2 changes
  • The early game should no longer feels static — speed actually scales now instead of barely incrementing.

  • The leaderboard no longer looks like it's just replaying your own attempts.