- 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
- 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.
- The SAVES counter no longer overlaps the mode text (moved clear to the top-left).
- Daily currently appears at random rather than as a single fixed daily challenge, and new shapes are still on the way.
- 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.
- 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
- 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.