Patch 1.0.1
CONTINGENCY 1.0.1 Patch notes: Pause Menu: Greater contrast added to the pause background so that you can always see black text. Restart run feature added in pause menu. Selecting this will kill you and restart you at suit selection screen. Exit game feature added to pause menu.
- Greater contrast added to the pause background so that you can always see black text.
- Restart run feature added in pause menu. Selecting this will kill you and restart you at suit selection screen.
- Exit game feature added to pause menu.
- You can no longer open a door if have a key and an upgrade is available. You must select an upgrade first and then the same button can be used to open the door once an upgrade is not available.
- Wordsworth descriptions for upgrades updated to be more accurate. 3 descriptions were added that were missing in error.
- The drink creation screen has been updated with more instructions for controls. Making drinks was previously very unfriendly to new players.
- Fixed an issue where the shadow man was sometimes waiting too long to attack after entering his second phase.
- Boss Music added.
- 3 new melodies added to music generator.
- Changed a puzzle that was too cryptic and unintuitive. Added another solution to decrease the chance of getting stuck.
- New attack added to Golem: Shotgun. Shoots several projectiles.
- You can now only change your upgrades when you get a new upgrade. Swapping on the fly is no longer possible. If you enter the swap menu and deselect all upgrades you can exit and come back until you have upgrades selected when you exit.
- New Tier 1 Upgrade: Empty Stomach Bonus. Gives you 0.4 bonus damage for every point of health you are missing.
- Suit can heal upgrade changed to tier 2 for each suit (previously only tier 2 on purple suit).
- Chance of rolling an upgrade above the tier level you are on changed from 15% per upgrade to 14% per upgrade.
- Starting movement speed changed from 8.5mph to 8mph.
- Purple suit no longer teleports short distances.
- Phaser Range increase removed from upgrade pool (a bug allowed you to fall through the ground with this upgrade).
- Phaser knock back shot changed from a tier 1 upgrade to a tier 2.
- New Tier 2 Upgrade: “Suit Knock-back Defense”. Causes enemies to be knocked away when they attack you.
- New Tier 3 Upgrade: Additional Phaser. Gives you a second phaser, so that you shoot both in the direction you are walking and behind you. All other upgrades work on both phasers, including Sacrifice Charge and Projectile Doubletap.

Once you collect fruit, each fruit can be used to make a consumable drink of a different color. Once the cup is on screen, you hold a button down to pour the liquid on screen. That drink will improve your corresponding stat once consumed.
The crafting goes deeper than just making 1 fruit into a drink, you can combine 2 of any of the fruits to make a more advanced drink. Once you finish pouring, the the ratio you poured of the 2 juices will appear at the top.
This recipe system introduces the skills of timing to the recipe, as well as estimation. It is a blind recipe system, where you can only see the ratio of your combination after you try to make the drink. Also just like real life, the juice has some gravity to it, so the pouring can go faster than you want and you can easily overshoot the ratio you are attempting. All of this makes creating consumables more interactive.
What do you like in a crafting system? What are some of the best and worst crafting experiences you've seen in a game? Let me know in the comments.