Six months of changes, counted
On November 12 the developers posted a list of everything they had added since May. It is short, specific, and worth counting.
Since launch: 25 new upgrades, 13 cave constructions, 15 cavern formations, 4 entrance facilities, 5 new weapons plus the XQ-2 teleporter, and 4 new enemies including the fourth boss.
On November 12 the developers posted a recap of everything added since the May 20 launch. The framing was blunt: the launch did not go well, they learned from it, and here is what changed.
The list is short and countable, which makes it the best available summary of what six months of Early Access actually produced.
The counts
| Category | Count | Examples from the official post |
|---|---|---|
| New Expenite upgrades | 25 | Grid-Shock, Icicle Strike, Impact Duplication, Nuclear Optics |
| New cave constructions | 13 | Scaffolding, excavation, big machinery |
| New cavern formations | 15 | Organic cave shapes in the generator |
| New entrance facilities | 4 | New starting rooms where you pick gear |
| New weapons and tools | 5 | Trident DES, Ventura M57, Corrosive Sludge Pump, LOK-1, XQ-2 |
| New enemies | 4 | Voidkin Drifter, Voidkin Dominator, Corespawn Bloater, Balgorath |
All counts are from the official six-month post, checked 2026-11-15. The XQ-2 is counted as a traversal tool rather than a weapon, which is why the weapon list reads as four guns and a teleporter.
Systems, not content
The same post lists the systems work, and those items matter more for a returning player than any single weapon.
| Change | Why it matters |
|---|---|
| All enemies drop Expenite | Combat now pays, so mining is optional |
| No grouping needed to upgrade | The R.E.P.D. button works at any range |
| Chosen upgrades are replaced | Everyone gets the same number of picks |
| Rerolls exist | A dead draft is no longer a dead run |
| Five Threat Levels | Difficulty no longer tied to depth |
| Assault Pace toggle | Timer is adjustable per mission |
| Solo Save and Quit | Solo runs can be resumed |
| Host crash recovery | A dropped host does not end the run |
Quality of life list
The post names these directly: auto-sprint, more ammo spawns, improved Bio-Booster UI, classless Bio-Booster decks, the cosmetic sheet rework, Alpha Clearance granted to everyone from the start, a cleaner loadout UI, and hundreds of new voicelines focused on the laser pointer.
Alpha Clearance is the one worth flagging. New players used to be locked out of starting Expenite Events and opening the Grenade Locker until they progressed. The lockout is gone.
What the post leaves out
There is no date for 1.0 in the recap, and no sales figures. The roadmap image was updated the same week and is on the store page, but the text recap does not promise a launch window.
That absence is the honest answer for a buyer: the game is in Early Access, it is being actively developed, and the developers have not committed to a date for the finished version.

Ranked by impact
Rank the list by how much it changes a run rather than by how big the number is.
- Enemies drop Expenite. Combat now pays, so a player who fights instead of mining is no longer punished.
- Upgrade rerolls exist. A dead draft costs a mineral rather than a run.
- Threat Levels decoupled difficulty from depth. A player who finds the game too hard can now go deep without the spike.
- Assault Pace made the timer negotiable. The single most common complaint about launch was time pressure.
- Solo Save and Quit. A handheld or a short session is now viable.
- Host crash recovery. A dropped host no longer deletes an hour.
| Complaint from launch week | Fixed by | Still true? |
|---|---|---|
| Timer too tight | Assault Pace (Update 1) | No, it is adjustable |
| Too hard with no ramp | Threat Levels (Update 2) | No, five settings exist |
| No reason to fight | Enemies drop Expenite (Update 3) | No, combat pays |
| Stuck with a bad upgrade | Flux Quartz rerolls (Update 3) | No, rerolls exist |
| Runs lost to a disconnect | Host crash recovery (Update 3) | No, the team restarts the floor |
| No endgame | Gauntlets (pre-existing, gated) | Partly, still four bosses |
Reading the numbers properly
Twenty-five upgrades in six months is roughly one a week, and the post is explicit that the focus was on upgrades that "feel fresh and fun" rather than incremental stat bumps. For a returning player, that is the difference between a patch you read and a patch you feel.