Added
press Esc, or the gear in the corner, to pause. The game stops while the menu is open, and your saves, settings and the main menu are in it. Once you've finished a run, it can also show the legacy tree with everything you've found so far, so you can check which classes and pets you already have without writing them down. The rest of the tree still waits for the end of a run.
the legacy perks you picked for this run sit on the Soulstone. Hover one to see what it does.
press Space to bring your character back into view, and Space twice for your companion. When either is off screen, a small marker at the edge points the way; click it to jump there.
two items on the workbench that make something you haven't learned yet can now be tried on the spot. Try it uses both, teaches you the recipe and makes the item. It spends the Recipe Book's research, so the workbench shows how long until it's ready again.
the first act's story cards and messages are rewritten in plainer words: waking up, the Soulstone, your oddling and companion, naming it, reaching the level cap and choosing a class, and the class descriptions.
in the full game, moving on to the next act is a short scene now: whatever you can't take with you goes into the Soulstone first, and you see how much XP it gave.
in the full game, your companion keeps growing in the last act: every cleared floor gives it XP.
Fixed
opening a chest said "The chest is empty." right after it gave you its loot. The log now lists what was inside.
the log called a grown companion by its baby name, like "Pup reached level 11!" on a fully grown pet. It uses the grown form's name now, or the name you gave it.
when your companion was poisoned, burning, bleeding or stunned in its own fight, the label showed over your character instead.
unequipping a weapon inside a settlement sent it back to the main table instead of putting it down where you are.
cards in a big pile replayed their arrival every time the pile opened up again, and whenever you walked in and out of a settlement.
some cards had an empty icon: the Kid, the travelling caravan, the Chick, the Snapling and a few smaller ones.
long card names ran into the stats. They shrink to fit now in most languages.
some text was hard to read in a few themes, mostly the dark ones: rarity names, card hints, the recipe book and window titles. Every theme was checked.
in Portuguese, Spanish, Italian and Greek the Wizard had the same name as the Mage. The legacy tree's young pets now match their cards in every language, a few pet names that were mistranslated or left in English are fixed, and the line about evolving materials reads correctly in 13 languages.
in the full game, sharpened weapons joined the pile of plain ones. A +2 blade keeps its own pile now.
in the full game, the sharpening wheel could land off the edge of the table.
in the full game, tier-3 classes stayed dark in the legacy tree after you finished one.
in the full game, most tier-3 perk descriptions showed old numbers. They match what the perks do now.
