[h1]A New Look[/h1] Switched over to a new cartoon, cell shaded look which I'm really pleased with, hope you like it! [h1]Gameplay[/h1] [h2]Procedural Dungeons[/h2] I've added a new procedural system for dungeons, so you never quite know what you'll find. Each dungeon type has a different theme or quirk - for example [b]Gardens[/b] features a lot of large open areas and poison spitting plants, while in the [b]Courtyard[/b] you'll encounter tighter rooms with a lot of switches, often unleashing more monsters. This system is very extendable, and I can quickly add more rooms, traps and secrets! [h2]Relics[/h2] Relics are now found in Relic rooms within dungeons, and you can pick 1 from each room. You can increase the number of Relics you can carry, the amount found, and improve your Relics with the meta progression between runs. Currently at 43 Relics, with many more planned. Effects range from simple buffs, to activated abilities that you can build around. Choose between defensive effects, or go all out for damage! [h2]Meta Progression[/h2] Gold collected in dungeons is now used to unlock new features, options and upgrades between runs. Meta progression increases your power, but as you progress more challenging dungeon crawls become available to keep a fun challenge level. [h2]Monster Bosses[/h2] 5 Monster bosses are planned, and each one unlocks a new form to alter your hero. As an example: the Rat King is the first boss, unlocking [b]Rat Form[/b]. Rat form grants shrink and a speed boost, but also slightly lowers your health - great for speed running and dodging monster attacks! [h2]Awesome Soundtrack[/h2] Commissioned a title theme, and music tracks for each dungeon type for the amazingly talented Tommy McKay. [h2]And So Much More[/h2] In-dungeon map, new monsters (including giant versions), dungeon traps, localisation for 3 languages, improved controller support..