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.