It's been a long time, a little over 3 years in fact. I have been working on this update off-and-on in the meantime and now its finally done! Although there will likely be another update in the coming weeks to add and fix some stuff I wasn't able to finish in time.
So what's in this update? The big takeaways are controller support, revamped UI, a new Item Selection menu, quality of life, and visual polish. I also gave the game's store page a facelift in case you didn't notice.
Buttons stay highlighted during screen transitions
Buttons unhighlight when backing out of screens
Sound for hovering over UI elements with the mouse is now used for all UI selection
Added some pitch variance to UI selection sound
Can now (finally) properly click and drag scrollbars
All selectable UI elements now indicate that they are highlighted (most notable with items for sale in shops)
Can no longer move while some menus are open (this is kind of a necessary consequence of adding navigation to menus)
Changed how controls are displayed in all contexts (tutorial, shop UI, dialogue, rebinding buttons)
Removed "Exit Closes Building UI" game option; the pause button now only pauses when other "exitable" menus are already closed
Changed how skipping text crawl for dialogue is checked (text should now display instantly rather than having a short delay)
Removed unnecessary components on 2nd boss's telegraph particles
Removed unnecessary component on 3rd boss
Removed unused sprites for 3rd boss
Adjusted 3rd boss's eye spawning and shooting positions
Fixed centering of gibs associated with the 3rd boss
Fixed 3rd boss's eyes using random scaling
Tweaked animation of 3rd boss's heal eye to be more consistent with other eyes
Fixed animation inconsistency with 3rd boss's shoot eye
Changed layering of 3rd boss's bullets to render above the 3rd boss's eyes
Fixed 3rd boss's eyes getting stuck on ledges/not becoming grounded when they should
Fixed 3rd boss's heal eye moving too far out of bounds in some circumstances
Added additional animations to 4th boss
Tweaked the intro for the 4th boss (now hides UI and other timing differences)
Removed unused sounds and audio components from 4th bosss
Removed some redundant sprites used by the 4th boss
Fixed a sprite for the 4th boss's explosion animation not being used
Adjusted bullet spawn positions for the 4th boss
Major performance improvements for the 4th boss's bullet attacks
Added particle effects when jumping
Added particles for when Slingshot projectiles are destroyed on collision
Improved Player's "petting" animation sprites
Changed the size of item crack particles and the way they move upon spawning
Made the progress bar bigger and slightly changed its appearance and positioning
Slightly changed the positioning of the Wave Compass
Wave Compass is now hidden when entering Glab's cave
Added a brief fade in when the game first opens
Made the animation of Glab's entrance sign slightly smoother
Fixed Glab's entrance sign animation playing unnecessarily in some instances
Fixed background not updating for a frame after dying under some circumstances
Fixed idle animation playing during the Player's death animation in some circumstances
Fixed Warp Borders appearing broken upon completing a Wave in some circumstances
The "Bullet" of items in hand now immediately disappears upon the item breaking (rather than lingering for the normal duration of the use animation; this is most relevant for melee weapons)
Added new Tintificator UI sprites and adjusted the sizing/positioning of tint labels and durability bars
Fixed missing pixel on sprites associated with the Pants slot
Fixed incorrect pixels on sprites associated with the Ranged Weapon slot
Fixed incorrect pixels on sprites associated with the Consumable slot
Adjusted sprites associated with the Ammo slot
Adjusted sprites associated with the Melee Weapon slot
Slightly moved Boots slot UI to be properly aligned with other Armor slots
Slightly moved Pants slot UI to be properly centered between the Chestplate and Boots slots
Changed how item slot flashing looks
Fixed timing for item slot flashes (like when buying items) not being reset if slot was already flashing
Fixed item slot flash not being reset properly if slot was disabled while flashing
Fixed durability bars for slots increasing regardless of what item is currently equipped
Fixed Buy Maximum Can Waste Durability game setting being on by default
Fixed incorrect pixel in Lottery UI
Removed code/sprites/game objects pertaining to an unused dedicated "Food" slot
Refactored logic relating to Creatures dealing/taking damage
Attacks that deal damage and cause flashing now always produce at least 1 hit particle (previously attacks that dealt <1 damage produced no particles)
Moved some Creature calculations from FixedUpdate into Update (namely for Flashing and Status Effects; this also fixes some Status Effects calculating their timings incorrectly)
Fixed creatures' knockback multipliers being ignored in some situations
Fixed enemies not being destroyed when exiting to the title screen under some circumstances
Refined Blurts' hitboxes
Fixed inconsistencies with how and when Creatures take knockback when resisting damage
Fixed/refined logic determining when Spuks take damage (should make dealing contact damage from behind much more reliable)
Fixed Rupts getting stuck on ledges
Tweaked the logic of how most enemies decide to jump
Removed unncessary "destroyOnSetup" tag from enemies
Minor optimization when clearing leftover enemies after failing a Wave
Fixed logic issues with how some enemies chose random actions
Removed Unity splash screen
Fixed Player uncrouching delay using Time.fixedDeltaTime rather than Time.deltaTime
Removed buttons for rebinding "Toggle Full Screen" and "Quick Switch" (will likely return in a future update along with a rework of the Controls screen)
Adjusted timings and fixed a typo in the Wave 20 cutscene
Fixed Steam achievements not being given/updated consistently
Added a minimum delay to volume sliders' test sounds to prevent sound stacking/peaking
Fixed the text for shop item displays having being targettable by raycasts
Adjusted the hitboxes for the Lumberjack and Farm
Fixed Interaction Indicator flashing when Player is attacked or heals
Made music fades and scene transitions smoother
Adjusted positions and offset ranges of crops
Changed Auto-Pause toggle label from "Auto-Pause" to "Auto-Pause on Lost Focus"
Many post-game content changes and fixes
Fixed Enemies not checking if their attacker was the Player for Adherence (could allow Minions to deal damage)
Changed Conflicted to only activate on every other dash
Fixed Conflicted not being removed properly
Damage from Consequences now ignores invulnerability
Tweaked description of Critical and reduced uncrouch cooldown to 0.5 seconds (down from 1.5)
Adjusted how Downfall checks to start charging and made it work indepedent of actually crouching (now works with Rigidity)
Fixed Downfall not giving effects to enemies properly
Tweaked description of Drained
Fixed long Duplicitous Modifier combinations having their names cut off
Fixed Duplicitous occasionally offering Modifier combinations that are mutually exclusive
Exlcuded Duplicitous from appearing when less than 2 Rounds from the final Round
Teleporter Entrances now produce particles when removed by Escape
Changed how *Excessive* interacts with Modified
Reworded the description of Gluttony slightly
Removed the 2x dash delay from Guarded and reworded the description slightly
Fixed Guarded visual not being properly removed if Modifier was removed while it was active
Fixed Incendiary not affecting Minions
Incendiary should now work properly with all sources of explosions/bullets (for both enemies and the player)
Fixed Instinctual visual not being properly removed if Modifier was removed while it was active
Excluded Investment from appearing when less than 4 Rounds from the final Round
Fixed Effect indicators being rotated when dashing with Lofty
Fixed logic for rerolling Modifiers with Modified
Fixed Nostalgic bullets not giving effects to enemies properly
Adjusted hitbox of Nostalgic bullets
Adjusted positioning of Nostalgic bullets when crouched with Detached so that they do not collide with the ground
Made Overflowing and Sacrifice mutually exclusive
Fixed Outburst bullets not giving effects to enemies properly
Fixed Outburst bullets not synergizing with Detached (also gave them unique spacing to help increase their range)
Fixed Z-fighting on Outburst bullets
Made Perfectionism and Nostalgic mutually exclusive
Perspective now affects Minions (as a result of Minion aggro detection changes)
Reworded the description of Redo slightly
Fixed Reduction not counting damage taken from bullets
Some bools pertaining to Repetition are no longer saved
Repetition now gives +20 points but now also subtracts 2 from the current Round (up from 1)
Excluded Repetition from appearing when current Round would be lowered below 1
Fixed Restlestness not spawning particles when the Player is damaged
Fixed Rigidity and Weak Spot not actually being mutually exclusive
Fixed Unknown not working properly with Modified
Reworded the description of Unsnippable for consistency
Vacant now also removes all items (done to prevent it from being a consistently safe/boring option)
Fixed incorrect point calculations for Vacant in some situations (especially with Modified)
Fixed Vacant being activated when loading back into a run
Reworded the description of Vapid
Split up the logic for free Prize and Modifier rerolls
Affecting the number of free Prize/Modifier rerolls given per Round now properly affects the free rerolls remaining for the current Round
Fixed it being possible to get Modifiers randomly that were meant to be restricted (notable for modifiers like *Unknown*)
Fixed some Modifers not being in proper alphabetical order on the Modifiers screen
Minor optimizations when loading into the Colosseum
Slightly adjusted positioning of Prize/Modifier buttons to be more flush with other UI elements
Changed the sprite used for an unlock screen
Fixed the text flash on the Modifier display using the wrong timings
Fixed the scrollbar on the Modifiers screen and adjusted its appearance slightly
hasChosenModifierThisRound and totalModifiersApplied are no longer stored/saved
Fixed potential issue removing modifiers with a quantity greater than 1
Current Modifiers UI no longer flashes when loading back into a run
Changed how Stucks spawn and how Committing works
Increased the point value of Stucks to 3 (from 1)
Fixed being able to see out of bounds in some instances
Cleaned up the transition after beating the final Round
Fixed Befriended enemies hurting other Befriended enemies