[h2]Drafting[/h2] After each round instead of getting a reward card/relic/consumable. You get money and get to go to the merchant and can buy whatever you want [h2]Minions[/h2] instead of having an RNG set of minions, we can now have a party of up to 4 different minions [h2]Energy [/h2] To simplify the numbers, energy has been reduced down to 5 (down from 10) , and all cards/minions have been rebalanced to reflect this. This simplifies scrapping and spirit exchange to gaining 1 as opposed to 3. [h2]Town/Meta Progression[/h2] In order to focus on and polish the core game, we have decided to remove the town-building aspect of the game. And have limited the meta progression down to unlocking new starting minions (for now), we may add more later, but we felt that having too much meta progression makes the game significantly less replayable, and much much harder to balance. Stat based meta progression has been shown to make many games much more of a grind rather than a super replayable experience, we'd rather the game be just as fun each time, but you can unlock new items and features. [h2]Eternal Cards[/h2] Cards that can give you a passive ability for the rest of a match. (Ex: Whenever you gain armor, deal 1 burn to all enemies) Relics: We have now capped relics to 4 and have made the majority of relics more powerful to reflect this change. This makes it easier to keep track of all the passives you have going within a run. [h2]Consumables[/h2] Instead of having consumables in your inventory. Consumables are now used right when you acquire them, but many of them have permanent stat buffs ( Ex: increases the number of cards you draw per turn) [h2]Special Ability[/h2] Special ability has been removed to make room for some of the future changes of this game. We felt that it was cluttering up the UI. [h2]Many polishes and balance changes[/h2] Nicer map, hand-crafted backgrounds, cleaner, more consistent UI, and plenty of other changes.