Leaderboard panel in the bar to view player stats across multiple categories
Leaderboard supports 6 stat types: Best Streak, Endings Reached, Flips, Heads, Money, Tails
Tab navigation to switch between different leaderboard stats
Auto-rotation feature for leaderboard stats (configurable interval)
L key toggle to show/hide leaderboard panel
Live data fetching from s&box leaderboard service
Achievement system configured via backend
Overall UI polish across all game panels
Smoother animations and transitions
Better text formatting and readability in the changelog
Enhanced button states with hover effects
Improved visual feedback and affordance cues
Added roof wires, TV, and pot to the bar scene
Removed SSAO for cleaner visuals
Game mode selection screen before difficulty selection
Standard Play mode: Classic coin flipping with session-based progression
Roguelite mode: Persistent progression with powers that carry between runs
13 power types: Lucky Coin, Golden Touch, Quick Hands, Streak Master, Fortune's Favor, Iron Will, Banker, HighRoller, Momentum, DoubleDown, CompoundInterest, GamblersEdge, Resilience
Power reward panel showing 3 random power choices after reaching an ending
Persistent power storage using s&box Storage API
Continue the saved run feature for Roguelite mode
Active powers panel to view current power levels
Separated leaderboards for Standard and Roguelite modes
Standard leaderboard shows: Best Streak, Endings Reached, Flips, Heads, Money, Tails
Roguelite leaderboard shows: Best Streak, Endings Reached, Flips, Heads, Money, Tails, Total Runs
Leaderboards refresh immediately when game mode changes
Power levels up to 10 for most powers, 5 for Quick Hands
Better game flow with clear mode selection before starting
Roguelite mode applies power bonuses to all relevant game mechanics
Upgrade menu styling with better visual feedback
Power reward panel card design and animations
Game mode panel with a continue run option when saved state exists
Score panel displays active powers in Roguelite mode
Eliminated per-frame garbage generation in UI panels
The achievement system now triggers correctly when conditions are met
"First head" achievement now triggers on landing first heads (not based on streak)
Money achievements evaluate immediately after coin lands
Streak achievements no longer trigger on upgrade purchase
Ending panel now returns to main menu instead of difficulty menu
All 19 achievements were properly implemented with event-driven evaluation
Continue run now properly resets powers when restarting to difficulty menu
Continue run button now correctly checks for saved run state
New Menu on start
Overall Scene
Light sounds
Outside sounds
setdressing
First Release
First Release
First Release
First Release
First Release
Changelog panel in the bar to see what's new
More beer bottles to the bar
Seated NPCs in the bar booths
More details to the bar - tables, doors, food, and decorations
Version display look
Lighting with a subtle flickering effect
Camera movement when looking around
Coin flip dynamics and realism
Visual quality with improved lighting, colors, and camera effects
Help panel design with clearer controls
General UI polish