Patch 07-28
The stopwatch is dead, the dice are honest, and your heroes have started dreaming.
- The reflex minigame is gone — replaced by Press the Drill. No timers, no twitching. You bank a guaranteed floor, then choose: STOP and keep it, or PRESS ON at honest, printed odds. A break never wipes you out; deep presses have teeth. Nerve, not reflexes.
- NEW: The Dreaming Fire (round 28). The camp sleeps, one ember rises. A trait that failed to transfer at the start of your run gets its roll again — and even a second failure leaves a small Dream Fragment behind. The fire remembers.
- The battle prediction needle grew a brain. It finally counts crit — which means training actually moves it. Boss rounds no longer say "Risky" no matter what you did.
- The forever-potion bug is fixed. Ward Stone and Swift Vial were writing themselves into your stats permanently and stacking. They're now what the label says: one battle, then gone.
- Training items won't secretly double up. A real herb and its cheap knock-off share one slot — arm one and the other greys out. WON'T MIX.
- Events show their price and disable when you can't pay. No more congratulations for trades that never happened.
- The first-camp intro plays once. Ever. It stopped re-explaining your own camp every time you walked back from training.