Minor patch on Cash drop rates

Second Rate Superheroes

An addicting, nerve-wracking action-roguelike where you command 20 superhero former-rejects to save yourself and the Mayor from hellswarms. A unique genre-twister, adding a Taunt mechanic and the use of Turrets. Dozens of weapons, 4 sidekicks, strategic combos and 400+ upgrade "cards."

Cash drop rates have been increased by 300%. Later on in game cash becomes extremely plentiful and the game was designed to be a challenge to build up to the final levels of power, but I can understand how that can be frustrating. I figured it'd be offset by the number of heroes and combinations to increase replayability and challenge, so even with the increased cash drops I don't want players to be able to shoot to end game just like that. If people still are upset I can continue to raise them until it feels right.