- Swapped the order of Phospha District and Nitra District in the hub select, level select and training mode menus. (Phospha District is a bit easier overall than Nitra District so this order makes more sense.)
- Reduced the number of large spikes in Phospha District Act 1, most especially in the section right after the miniboss.
- Replaced the mole at the start of Phospha Act 1 with a wheel enemy.
- Adjusted some level design in Nitra Act 3 to be a bit easier. The fast aerial bumper segment no longer has you stop time first.
- Added some shield boxes to Nitra Act 3.
- Attempted to address issue where Vaya's second phase may rarely not start.
- The pink round drones in Nitra District that shoot down have had their fire rate cut in half.
- The tornado enemies in Nitra District overall move slower towards you.
- Slightly nerfed the damage output of Nitra District's gimmick, but its ease of use is the same.
- The penguin enemies in Hexane District now have their attack hitbox match their sprite.
- Adjusted the areas leading up to the boss arenas in Hexane and Nitra Act 4 to have their doors onscreen, and their pre-boss "tunnels" to take up exactly 1 screen.
- Added a couple tutorial billboards in some levels to show inputs for some gimmicks the (presumed) first time you encounter them.
- All in-level button prompts now pulsate a bit.
- Dash Dodge (timestop) now triggers using either charge of dash, instead of requiring both. This restriction originally existed before stopping time zero'd out your dashes and you would otherwise be able to chain multiple timestops together within frames of each other. This kind of game break isn't as easy to do now, so stopping time should simply feel more consistent for everyone after this patch.
- Efficient Dash II upgrade has been changed to let your dashes recover during stopped time.
- Extreme Dash upgrade has been removed.
- Invincibility fully heals you now just because the visual overlay on your HP bar makes it look like it does that.
- Fireball Sting's dash ball is no longer treated as a stage hazard, removing most awkward interactions with enemies.
- Lunar Freeze now only triggers on counter attacks (stopped time attacks) that stun enemies, rather than all break attacks.
- Phantom Dash now consistently goes to the last enemy hit regardless of if they are stunned or not.
- Phantom Dash puts you slightly farther away from enemies.
- Phantom Dash now only freezes enemies in place if they were already stunned.
- Phantom Dash now costs a dash charge because it is absurdly broken and is free combo real estate otherwise.