- Three places, three buttons. The top bar now carries picture buttons for the Gemworks, the Mines and the Expeditions camp; a locked one wears a padlock and names the gem that opens it (Iron Ore for the mines, Omnigem for the camp). Under each button a one-line feed says what that room is earning right now.
- The Deep Claim: stake up to 8 mines on the rock face, dig each one deeper tier by tier, hire up to 3 miners per mine, up to 12 cart haulers on the rail and 3 haul trucks with drivers. Ore goes mine -> cart -> crusher -> bay -> truck -> coins on delivery, and every link is a purchase with its own ladder.
- A dispatcher sends each departing cart to the mine whose ore is worth the most to it - dear ore first, a bonus for a mine whose crew stands idle, and a growing bonus the longer a mine goes uncollected. Carts show the gem they carry; trucks drive off with the body heaped in it.
- The crusher chews one ore type per lane, in the order the hopper received them, and LANES buys up to four lanes - fewer changeovers on a mixed feed, never more throughput. It comes with two hands of its own: an operator shovelling the hopper and a spout hand raking the pile.
- Rail Depot: three camp-wide cart upgrades - Grease (speed), Buckets (capacity), Coupling (shorter stops). Carts tip at the crusher the moment they arrive.
- Trucks nose out of the standby lane front-on, drive the road side-on, and back into their slot rear-on with the reverse lights lit. Three of them, each carrying more.
- The Expeditions camp, one screen to the left: trailhead, signpost, tent, map table, campfire and the three explorers, who are gone while a trip is out. Provision the party with shards for the Shallows, the Old Workings or the Gnome Warrens; the first two run endless once launched.
- Expedition finds: timed boons, permanent field gear, three lost tools - the Twinning Wand, the Dowsing Rod and the Blasting Charge - and Tay, the Foreman Gnome, who makes every crew dig 20% faster.
- Tay rides a pump handcar round the cart circuit on errands of his own: he stops at crews to shout at them (they mutter back once he has rolled on), yells at the crusher, parks in the middle of nowhere to rant at nobody, asks a truck driver for a honk - and gets one - and has questions about passing a cart on the same rail without a crash.
- Energy Rounds: the single dearest purchase in the game, three ranks. Tay lobs an energy drink to every miner at each stop and that crew digs +25% / +50% / +75% faster for 25 seconds.
- Every room has its own sound - picks, the crusher chewing, cart clacks, a quiet diesel, the register on a sale; the campfire and the departure whistle in the camp - and every speech bubble comes with a cartoon voice blip.
- Hover cards in the camp and the mines: an icon and a title on a coloured rule, then the details as chips. Every stock wears a fill bar under its number - mine stock, cart load, hopper, bay, truck bed - green while there is room, amber past three quarters, orange when full; the crusher's two bars carry the gem they are about.
- A quiet three-line ticker at the bottom of the mines: what is being dug and how fast, what the crusher is chewing (and what is queued), and what the trucks have sold - the last sale lit for a moment. Deliveries pop a SOLD banner with the coins big and gold.
- Missing hires are written where they are missing: DRIVER over a driverless truck, MINER over an empty mine.
- The camp's ladders were re-priced upward across the board (about ten times the earlier numbers - the whole camp now runs out around Void Crystal), and the first cart carries 6 ore instead of 4.
- The coin counter now has names all the way to a centillion.
- The Gemworks' strikes drop to a murmur while you are looking at another room.
- A cart bigger than the crusher's hopper could park at the dock forever; it now tips in instalments.
- The Foreman's speech bubbles are drawn as real text over the world - they used to vanish behind their own paper.
- The Foreman's lines, the crews' replies and the drivers' honks are in English in every language.