Hey everyone! It's been a great week! I'm super happy with the reception of the [url=https://store.steampowered.com/news/app/2311990/view/4285824135214700605]big update[/url]. Thank you so much for the heartwarming comments and feedback in reviews, forum posts and the [url=https://discord.com/invite/jbCvcsUA82]Discord[/url]! ❤️ Today's patch will clean up a bit by improving challenge balancing (a couple of them were a little rough at times, especially on higher difficulties) and making TNT Crates as well as the Culty enemy a little more interesting. There are also a few minor fixes, but nothing major seems broken so far, fingers crossed! [h2]Patch notes (v1.21)[/h2] [list][*][b]The Lost[/b] challenge now makes healing collectibles heal for 2 instead of 1 to give you a bit more leeway, and you start with Mad Doctor (gain gold for healing) to help you get off the ground. [*][b]Golden Power[/b] challenge now guarantees 2 extra shot-power-providing collectibles every level to help with gold generation. [*][b]TNT Crates[/b] now cause [i]quadruple[/i] explosions to make them more unique, impactful and fit player expectations when seeing tons of dynamite better. This makes the Boom Town challenge slightly harder, but it was relatively easy anyways due to the self-removing obstacles. [*][b]Culty[/b] enemy now has a 50% to become a Mimicry (that transforms every turn) at the end of each turn. This goes well with its "dark magic" vibe, makes it more unique and gives you a way to play around its extra spawn by waiting for it to turn into a more favorable enemy type before defeating it (although this can also be kind of risky depending on the situation). [*]Fixed rare occasion of turn not ending due to out-of-bounds spike cannon projectiles. [*]Small fixes and wording improvements.[/list] I hope you continue to enjoy the update! All the best, Fabian