Solo play as a hero against three hand-built dungeons: The Fortress, The Keeper's Labyrinth, The Twin Crypt. No lobby, no waiting.
Between raids the keeper repairs what you broke, hires workers, replaces dead beasts and moves the traps you found.
Menu: you pick solo or multiplayer first, and a match states how many people it needs. Open lobbies and Create share one screen. Each tutorial sits under its own side.
Fast mode runs six rounds instead of four.
Demolishing before the match starts refunds the full price. Between raids it still refunds half.
Decoy chests cost 150, up from 60 - as much as a real chest holds.
The keeper has to leave a route from every open descent to the core and the seals.
The four ways into the dungeon are called descents now, not entrances.
Heroes could walk out of one descent, run around the dungeon on the outside and come in through another. The ground outside the dungeon is solid now.
The separate Tutorial entry in the main menu.
Solo as the keeper offers only the tutorial. Waves of AI raiders are not in yet.
A match in fast mode now runs about half an hour.
Fog of war is soft and precise. The edge of what you see follows the walls, not the grid. Heroes remember what they saw: this raid's ground is dim, ground from past raids is darker and colder, unexplored ground is nearly black.
Light. The dungeon is dim; wall torches, the core, the seals, heroes and the villain's body, signal flares and blasts give light. Purely cosmetic - it does not change who sees whom.
Torches. They appear on walls by themselves; the villain can place and remove their own — free and instant (Buildings tab, R to rotate).
New art for walls and doors; workers swing a pickaxe at the vein, hammer at a build site and carry a sack of gold.
Workers no longer jostle at a vein - each has their own spot; they step aside when meeting; wall blocks are built in order and workers don't wall themselves in. A walled-off vein or storage no longer stalls a worker.
Heroes can zoom the camera with the mouse wheel.
Area damage - fireball, trap blasts, fire - no longer passes through walls, doors and portcullises.
No more slipping diagonally between two walls.
The warrior's dash tears tripwires and springs door-linked traps along its path.
A hit knocks down a seal or chest bar only for whoever is holding it: hitting a creep does nothing.
The stripe across the map in the hero tutorial is gone.