Added
Enemies & traps
New zombie enemy. It relentlessly chases you and kills on contact, and it can't be killed, so you'll have to lose it. When it loses sight of you it gives up the hunt and either wanders or heads back to its post. It can also be set to lie back down once it loses you, becoming harmless scenery again until someone gets close enough to wake it.
New ice turret trap (straight and spinning variants). Instead of killing you it freezes you for a few seconds. The freeze locks your controls but not the level, so conveyors, fans and forced-down tiles keep carrying you while you're iced.
New electric totem trap that drops electricity balls onto the ground around it, each bursting into a ring of outward bolts.
New tentacle trap that attacks the adjacent tiles when stepped on and then resets. It now appears in the Eleuterio levels.
New one-way door that opens automatically as the hero approaches from the allowed side and closes after they leave. It supports horizontal and vertical orientations with a configurable pass direction.
Hazard fire tiles painted on the ground now burn the hero like lava traps.
Levels
New levels: Bonifacio 9 and 10, and Astricio 1.
Added a blood checkpoint to Eleuterio 2.
Saves & quality of life
Save backups. The game now keeps the 5 most recent save backups (one per session). If your save can't be read at boot, it offers to restore any of them, showing the date and how much progress each holds.
Custom pixel-art mouse cursor replaces the default system pointer.
Social icons on the start menu. The top-right corner now has pixel-art Discord, TikTok and YouTube icons. On a gamepad you reach them by pressing right, landing on Discord first.
(WIP) Visual invulnerability shield (placeholder art).
Changed
Zombies don't give up easily. Once one spots you, outrunning its detection radius no longer calls it off. Only getting far enough away that it can't find a route to you will stop it.
Fireball traps can now fire any number of parallel projectiles instead of only single or double shots.
Conveyors now have corner pieces with new visual art.
Astricio's flashlight now follows mouse and right-stick aim, with a limited reach.
Safer saves. Saves are now written to a temporary file and moved into place, so an interrupted write can no longer leave a damaged save behind.
Restart and Pause now speak controller. On a gamepad, the in-level Restart and Pause controls show as a button legend with glyphs, matching the rest of the menus. On mouse and keyboard they stay as plain labelled buttons.
The cursor gets out of the way. When you switch to a controller on any screen (not just during gameplay), the mouse cursor hides instantly. It no longer lingers when you open the pause menu or a dialog with a controller.
Fixed
Eleuterio food rewards now use the correct sprite.
Level cards no longer stretch the food icons vertically; they keep their original aspect ratio.
The quit confirmation could open with neither button selected, leaving a gamepad unable to navigate to or accept either option. That's now fixed.
A save file that exists but can't be read is no longer silently replaced by an empty one, which could also overwrite your Steam Cloud copy. The game now waits for you to restore a backup or start over.
