1_dig_520.png57.03 KBChip away at buried artifacts in procedurally generated tunnels. Free a piece cleanly for a perfect exhibit, or force it out early and wear the damage.2_outrun_520.png59.56 KBDigging away disturbs the wall's structure, releasing a relentless boulder! Jump the gaps, slide under beams, dodge the swinging stones, and get home in one piece to display your find.3_museum_520.png45.24 KBEvery artifact you bring home fills a plinth and draws visitors. Spend the kudos earned from their visits in the museum shop, and restore and upgrade your displays. Every exhibit makes the next round harder.4_tools_520.png55.45 KBArtifacts on display can come back down the tunnel with you. The Seer's Eye shows where to dig, and the Zephyr Idol carries you over the gaps with extra airtime. Get caught and they come home the worse for wear.5_friend_520.png60.1 KBInvite a friend to your museum. Work together to secure the artifacts and build your museum, and throw yourself in front of the boulder to save them and the artifact.
An entry for s&box Game Jam III
One More Exhibit was created for the “One More Round” theme.Early version — help shape what comes next
I’d be grateful to hear how your run went: what you enjoyed, anything that felt confusing or unfair, and any bugs or performance problems you encountered. Screenshots or short clips are especially helpful. This is best provided to me via; Forum:https://sbox.game/peachy/onemoreexhibit/forum Discord: https://discord.gg/nSAPTwtwVN
Controls — keyboard and mouse
WASD: Move.
Mouse: Look around in the museum hall. Click to dig in the digging view. Right mouse: Move the dig view, move camera in tunnel.
Shift: Walk.
Space: Jump.
Ctrl/C: Crouch. Slide while running.
Left mouse button: Chip away at the dig site.
Hold right mouse button and move the mouse: Rotate your view while digging.
E: Take an artifact or interact with an exhibit when prompted. Re-enter the dig.
WASD while digging: Leave the digging view.
Credits
Development: [Bn20a/peachy]
Engine, character, clothing and additional assets: Facepunch / s&box.
Data provided by sbox.watch · older totals may leave out games that were not tracked yet
354
Total Users
518
Total Sessions
4.1 days
Total Playtime
Global Statistics
161
funnel_session
148
funnel_r1_start
146
funnel_first_dig_found
40.8K
funnel_reached_chase_s
128
funnel_r2_start
158
funnel_d1_start
128
funnel_d1_won
128
funnel_tool_lantern_offered
146
funnel_d2_start
126
funnel_r1_won
114
funnel_d2_won
106
funnel_r3_start
96
funnel_r4_start
138
funnel_d3_start
99
funnel_r2_won
659
funnel_tunnel_find_seen
358
funnel_survey_dig1
82
funnel_d3_won
321
funnel_survey_dig2
86
funnel_first_tool_taken
126
funnel_d4_start
74
funnel_r5_start
79
funnel_tool_surveyor_offered
2.0M
coop_museum_rank
72
funnel_r3_won
80
funnel_tool_lantern_taken
55
funnel_r4_won
60
funnel_d4_won
216
funnel_tunnel_find_taken
115
funnel_d5_start
820.7K
museum_rank
47
funnel_d5_won
39
funnel_r4_lost
50
funnel_crew_run
76
funnel_d6_start
46
funnel_tool_sled_offered
36
funnel_r5_lost
107
funnel_buy_cabinet
55
funnel_d2_crew_start
34
funnel_buy_bell
61
funnel_d3_crew_start
42
funnel_d2_crew_won
65
funnel_d1_crew_start
38
funnel_r5_won
44
funnel_d1_crew_won
143
funnel_buy_fleetfoot
34
funnel_r3_lost
39
funnel_tool_surveyor_taken
329
funnel_buy_plinthupgrade
66
funnel_d4_crew_start
37
funnel_d3_crew_won
36
funnel_d6_won
27
funnel_r2_lost
53
funnel_d7_start
33
funnel_d4_crew_won
111
funnel_buy_headstart
70
funnel_d5_crew_start
73
funnel_buy_slidersoles
86
funnel_buy_steadyhands
125
funnel_buy_luckypockets
29
funnel_d7_won
40
funnel_d8_start
28
funnel_tool_ward_offered
27
funnel_d5_crew_won
31
funnel_d4_boosted_start
25
funnel_tool_sled_taken
31
funnel_d4_lost_dig
50
funnel_d6_crew_start
34
funnel_d5_lost_dig
33
funnel_d4_lost_caught
38
funnel_d3_lost_caught
32
funnel_d5_boosted_start
23
funnel_d2_lost_dig
19
funnel_r1_lost
23
funnel_d8_won
31
funnel_d5_lost_caught
28
funnel_d6_boosted_start
21
funnel_d6_crew_won
25
funnel_d3_boosted_start
24
funnel_d7_crew_start
30
funnel_d9_start
21
funnel_d7_boosted_start
17
funnel_d6_lost_dig
30
funnel_d11_start
18
funnel_d10_won
41
funnel_d10_start
19
funnel_d7_boosted_won
18
funnel_d1_lost_dig
18
funnel_d9_won
20
funnel_d6_lost_caught
17
funnel_d4_boosted_won
16
funnel_d7_crew_won
30
funnel_d12_start
16
funnel_d11_won
17
funnel_d5_boosted_won
19
funnel_d8_boosted_start
16
funnel_d3_boosted_won
22
funnel_d11_boosted_start
29
funnel_d10_boosted_start
19
funnel_d9_boosted_start
14
funnel_d8_boosted_won
19
funnel_d8_crew_start
14
funnel_d11_boosted_won
14
funnel_d10_boosted_won
14
funnel_d3_lost_dig
12
funnel_tool_ward_taken
12
funnel_d9_boosted_won
13
funnel_d12_won
19
funnel_d12_boosted_start
19
funnel_d9_crew_start
11
funnel_d8_crew_won
12
funnel_d6_boosted_won
12
funnel_d12_boosted_won
11
funnel_d8_lost_dig
19
funnel_d12_crew_start
9
funnel_d11_crew_won
14
funnel_d11_crew_start
9
funnel_d10_crew_won
21
funnel_d10_crew_start
10
funnel_d9_crew_won
8
funnel_d2_boosted_start
13
funnel_d7_lost_caught
13
funnel_d10_lost_dig
10
funnel_d12_lost_caught
6
funnel_d2_lost_caught
7
funnel_d12_crew_won
6
funnel_d2_boosted_won
10
funnel_d10_lost_caught
977
coop_museum_score
7
funnel_d1_lost_caught
5
funnel_d8_lost_caught
6
funnel_d11_lost_dig
10
funnel_d7_lost_dig
183.3K
daily_museum_rank
5
funnel_d9_lost_caught
10.1K
run_full_museum_s
13.7K
run_full_museum_visitors
5
funnel_d12_lost_dig
7
funnel_d9_lost_dig
7
funnel_d11_lost_caught
108
daily_museum_score
108
run_museum_score
3
funnel_selftest
monitoring
Player retention
74 players first seen 16–22 Sep 2026
Day 1
0.0%
0 of 74 came back
▼
100% below average
Day 7
0.0%
0 of 74 came back
▼
100% below average
Day 30
0.0%
0 of 74 came back
▼
100% below average
Player retentionAll of s&box
33%16%0%
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Days since first play · players who first played this package · pooled from 7 daily cohorts
Show every day
Retention by day
Day
Players
Retention
All of s&box
1
0
0.0%
32.7%
2
1
1.4%
16.6%
3
0
0.0%
14.0%
4
0
0.0%
11.7%
5
1
1.4%
11.5%
6
0
0.0%
10.4%
7
0
0.0%
10.1%
8
0
0.0%
6.9%
9
0
0.0%
6.7%
10
0
0.0%
6.1%
11
0
0.0%
5.7%
12
0
0.0%
5.3%
13
0
0.0%
4.7%
14
0
0.0%
4.8%
15
0
0.0%
4.7%
16
0
0.0%
4.4%
17
0
0.0%
3.8%
18
0
0.0%
3.3%
19
0
0.0%
3.8%
20
0
0.0%
3.8%
21
0
0.0%
2.8%
22
0
0.0%
2.8%
23
0
0.0%
2.3%
24
0
0.0%
2.8%
25
0
0.0%
2.6%
26
0
0.0%
2.4%
27
0
0.0%
2.1%
28
0
0.0%
2.5%
29
1
1.4%
2.8%
30
0
0.0%
2.0%
Positive
Negative
info
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
0m - 1m
4
4
1m - 2m
2
7
9
2m - 4m
16
1
17
4m - 8m
4
4
8m - 16m
4
6
10
16m - 32m
16
1
17
32m - 1.1h
6
1
7
1.1h - 2.1h
4
1
5
2.1h - 4.3h
8
1
9
4.3h - 8.5h
7
7
8.5h - 17.1h
7
7
17.1h - 34.1h
4
4
emoji_events
No achievements available
This package doesn't have any achievements defined.
An Escape menu, and call-outs for co-op: Changes on 2026-09-28
An Escape menu, and call-outs for co-opSep 28, 2026
Added
Press Escape for a menu: resume, the controls, favourite or review the game, and the developer's page. Playing alone, the game waits for you.
In co-op, press 1-4 to call out "Wait!", "Go!", "Take it!" or "Run!" to your partner, in the chat.
A card by the tunnel entrance lists the call-outs while you have company.
Improved
Sending a friend home no longer locks them out: they can come straight back. Strangers you send home still stay out until you close the game.
Known Issues
In the dig view the chat can sometimes sit over the Wall Integrity panel.
Help wanted, Leader boards reflect your current progress scores and the remaining unique stands are added! More achievementsSep 26, 2026
Added
A Help Wanted notice in the hall: press E there to invite a friend to your museum.
Open your museum to the public from the same notice so anyone can join, or make it friends only again. The host can send a guest home from there too.
Twelve new achievements: for co-op, the shop, rare finds, the survey stand, the Zephyr's glide, the Aegis, today's dig, sliding through a chase, tunnel finds and completing the museum.
Improved
Every exhibit now has its own themed stand to buy in the museum shop, not just the Seer's Eye and the Rosewood Casket.
The museum board now ranks every museum as it grows, not only finished ones. Win a round and you'll see where your museum stands.
Fixed
A hitch while the final screen was up after completing a museum.
Known Issues
Earlier finished-museum scores don't carry over to the new board. UPDATED SO THIS IS NO LONGER THE CASE, OLD SCORES REMAIN
Every tool announces itselfSep 26, 2026
Improved
Winning a piece you can carry into the tunnel now tells you so at the round's end, even while you're carrying another.
The Warden's Aegis hints more clearly at what it's for.
Fixed
In co-op, a partner still in the tunnel when the piece goes on its plinth is only knocked down by the boulder now, not caught, and their tool no longer comes home damaged.
Co-op tweaks and fixesSep 25, 2026
Added
Standing at a display cabinet now tells you what it shows and how many visitors that attracts.
Playing with a Steam friend, they can now buy from the museum shop, restore pieces and choose the round's dig too.
In co-op, each player can now take an artifact from its plinth into the tunnel.
A player joining a friend's museum for the first time (or after a day away) now gets the museum's introductions.
Improved
The round report is shorter: what came of the piece and one visitor figure, with the full breakdown under Details (Tab or click).
Your partner now sees the Surveyor's Scarab working on your back: the antennae rise and the warning mark shows over your head as danger nears.
Your partner now sees the Zephyr Idol's wings open when you glide.
A plinth's visitor count now says the new number straight after an upgrade or restoration, and that it arrives at the end of the round.
If you are caught while your partner is still running, you wait in the hall until the round ends instead of heading back into the tunnel.
Fixed
The plinth visitor count could differ between you and your partner after an upgrade.
A caught partner could be caught a second time as they reappeared in the hall.
Buying Head start no longer brings back the first-round "the wall is collapsing, RUN" warning.
Co-op is here! Join a friends museumSep 25, 2026
Added
A wall integrity gauge in the dig view: the wall's picture cracks, crumbles and trembles as it gets closer to giving, from Stable to Failing.
Play with a friend: when you start the game, choose a public game anyone can join, friends only, or a private game you invite someone into.
Voice chat, using your s&box voice setting (push-to-talk is V).
Your partner's lantern burns teal, so you can tell whose light is whose from the far end of a tunnel, and their name shows over their head when you're close or they're talking.
A friend who joins comes in their own clothes.
Take the hit for the runner: if the boulder catches you while your partner is carrying the piece home, it slows as if it had smashed through a beam.
A co-op leaderboard page on the museum's board for museums finished together.
The museum says when a friend joins or leaves, and welcomes you when you join someone else's.
A microphone mark shows while your voice is going out.
Improved
If your partner leaves, the museum tells you, and anything they were holding goes back where it belongs.
Joining a friend's museum drops you straight in, without the introduction to a museum that isn't yours.
In a friend's museum, display cabinets, plinth enhancements and restorations are theirs to buy. Boosts are anyone's.
Fixed
Loose rock in the tunnel ceiling could hang in mid-air under the roof after a new tunnel was built.
Known Issues
A museum you finish after playing any round with a friend goes on the co-op board, not the solo one.
The Museum Shop update!Sep 24, 2026
Added
A museum shop now stands by the tunnel arch, and opens once you have your first exhibit. Spend the kudos your visitors pay on upgrades for the museum, your plinths and yourself.
Five boosts, each for one round: Slider soles, Fleet foot, Steady hands, Head start and Lucky pockets. They cost more the deeper the museum digs.
The closing bell is now bought at the shop, and once bought it stays in every museum you open.
The boosts you bought are shown in the corner of the screen during the round, and light up when they help you. Slides kick up dust, running leaves wisps at your ankles, extra taps glint, and lucky finds flash gold as you pocket them.
Plinth enhancements: give a piece's plinth a finer stand, then gallery lighting, then a stand made for it, so it draws more visitors. The Seer's Eye and the Rosewood Casket have theirs; more are coming.
Rare finds: nine unique antiquities hide in the mounds, given away by a rainbow glint. Bring them home to keep, along with your first pottery shard, bead and coin.
Display cabinets: buy up to four and your kept finds fill them on their own, behind the plinths, for more visitors.
Improved
Tunnel finds lying on the floor glow and sparkle, so you can spot them on the run home.
Today's dig can be started from the Visitors board as well as from the bell.
After your first win, the museum shows you where your kudos go and where to spend them.
Coming back to a museum you saved before the shop arrived? You are shown the kudos box and the museum shop the first time you return.
Fixed
The rockfall's hole in the roof no longer hangs below the rock as a floating slab.
Tunnel findsSep 23, 2026
Added
From your third dig on, small finds hang in loose rock on the tunnel ceiling, out of reach on the way out. When the wall gives they shake loose onto the floor, landing just past a pendulum or on a collapsing floor. Run through one on the way home and it flies into your belt in a burst of sparks; it sells with the rest of your finds if you make it back. The boulder crushes any you leave behind.
Improved
New sounds: a find coming out of the dig, grabbing a find, lifting the piece out, being caught by the boulder, and the sheet rolling up off the tunnel mouth.
Menus, held choices and the museum's opening lines now make small interface sounds.
At the roped-off tunnel mouth, the survey stand beside you lights up and draws a line to itself, so you know where to choose your route.
With the Surveyor's Scarab home, the survey cards show it tracing each route. Taking a route closes the survey by itself.
Choose your route system is implemented!Sep 23, 2026
Added
From your third dig on, the tunnel is roped off until you choose your route. A survey stand by the arch offers two ways down to the same artifact, each with its own ground, and the rougher one pays 50% more kudos if you bring the artifact home. Bring home the Surveyor's Scarab and it maps both routes, showing what lies where before you choose. Press E at the stand, then hold 1 or 2 to take a route; the rope comes down for the one you pick.
Fixed
The stretch of unstable ground in the tunnel now always lands in the same place for a given dig, and for every player in co-op.
Introducing Round Conditions!Sep 23, 2026
Added
From your second dig on, each dig can come with its own conditions: the artifact is buried off-centre, rich ground with more to find, a quiet tunnel with fewer hazards and pits, or a cracked wall that collapses sooner but pays 50% more kudos from visitors if you bring the artifact home. The round card explains it in chalk before you set off, the same mark is chalked on the stone of the tunnel arch until the dig is done (walk up to it for a reminder of what it means), and it sits in the corner while you dig.
Improved
Late rounds have been balanced: once the boulder is right behind you, a clean sprint holds it off. Before, from about the eighth piece on it was faster than you even up close, and only a beam, a door or the Aegis could save you.
The Surveyor's Scarab, the Zephyr Idol and the Warden's Aegis are each found one dig earlier, so every tool reaches you a round sooner. The Aegis now arrives just as the boulder starts to outpace you.
The Seer's Eye lights the waySep 22, 2026
Added
Once you have the Seer's Eye, it lights up the next exhibit's place on the collection board in its own gold. The place stays lit until you bring that piece home, then the light moves on to the next.
Improved
A new museum's collection board now shows only the first exhibit's place. Every one after it is revealed by the Seer's Eye as you go.
Fixed
You can no longer dig through the edge of the first dig site and see the boulder waiting behind the wall.
Clearer Beginnings and other quality of life improvementsSep 22, 2026
Added
An opening that says what the museum is for before you take control.
A second sequence after your first exhibit: the crowd it drew and why, that the artifacts that provide passive abilities can go back into the tunnel with you, and the bells purpose.
Tap E to step through either sequence; hold E to skip it.
An exclamation mark by the dig cursor when it is over the artifact itself.
A prompt pointing up the tunnel to the digging site once the pit is behind you.
Improved
The first two tunnels are shorter, growing to full length by the fourth round.
The first round is one pit and one beam, so jumping and sliding each get a moment of their own as a teaching step.
The museum starts with a single empty stand, and the next one arrives while the round card is up instead of appearing beside you.
Plinth plaques name the piece standing on them.
The collection board shows three shapes to find rather than all twelve.
The control prompts appear straight away, and each one now waits until you are near the thing it is about.
If you have not played for a day, the control prompts are offered once more.
Fixed
The dig camera crept closer while minor finds were still in the wall.
The dig footprint promised a wider hole than the tap actually made.
The jump prompt could be missed entirely by anyone quick, or retired for good by a single jump anywhere in the museum.
"bad ground ahead" was said at the tunnel mouth, several hazards before the bad ground.
Removed
The bell reminder in the hall. The sequence after your first exhibit holds on the bell and says it better, once.
Player information Update: Dig taps visualised, Clearer onboarding and Expanded exhibit infoSep 21, 2026
Added
The dig draws rings on the dirt showing exactly what the next tap will take away, how far it spreads and how deep it bites. Handfuls of dirt stack up three rings, stone gives one tight one, and ground with nothing left to give barely draws at all.
On your first dig, a brass surveyor's mark rings the spot worth starting at. It goes as soon as the piece shows, and you never see it again once you have taken one.
Improved
The dig tells you up front that the mouse is what aims your tool, and that the artifact has to be under your cursor before you can lift it or force it out.
Pulling an artifact free no longer walks you straight back out of the dig if you were already moving. The wall holds for a beat first, so you get to read that there is still something in there worth digging for.
The warning that the wall is coming down is a painted sign now rather than plain text. It tells you what has happened from the top of the screen, then drops to the bottom and points the way you need to run.
Every plinth tells you how many visitors its piece brings in, so you can walk the row and see which exhibits are carrying the museum and which are not worth what they cost to mend.
Plinth plaques name their exhibit, and the name is lettered onto the plaque as the piece is accessioned.
The prompt that sends you to a plinth says what to put on it.
Prompts name their key plainly now, and read as sentences rather than a string of clauses.
You run by default nowSep 21, 2026
Added
- The first time a dig wall gives way, it holds a moment longer and tells you what is happening and what to do about it. You only ever see it once, and it never costs you any ground.
Improved
- You now run by default, Shift now has the player walk. Until now you walked unless you held Shift, which meant a boulder you could not outrun unless you had guessed the key to run. (Sorry!)
- Shift is named in the opening controls, and again on the round the bad ground starts, where walking is an option to carefully navigate it.
- A collapsing wall looks like one: the cracks last as long as the collapse does, there are more of them, and the dust comes up through the floor at the foot of the wall instead of appearing in mid-air.
- The dust everywhere in the game is dust particles now rather than a placeholder.
- The prompt at the bell is no longer red. It opens a menu and commits you to nothing, so it reads like any other action prompt.
Leaderboards, the collection wall, and today's dig challenge!Sep 21, 2026
Added
- A collection board beside the tunnel entrance, in view the moment you spawn: twelve carved places, one for every piece the museum can hold, in the order you will dig them up. Each holds a carved symbol of its piece, cold until that piece is secured and warm once it is - on its plinth or out with you as a tool, both count.
- The four pieces that can be carried back down as tools carry a mark of their own, so you can see there is something more to them before you have found one.
- Museum leaderboards on a brass board in the hall, opposite the bell. Press E to read the whole thing: the top fifty, and your own place wherever it falls, scrolled with the mouse wheel.
- A finished museum now lands on a board. Your score is the visitors your museum drew divided by the rounds it took, so care pays and a lost round costs - it never rewards rushing.
- Today's dig: one seed a day, so everybody walks the same twelve corridors that day, with its own board for the day.
- Your best run of the day is the one that counts, so you can go again as often as you like.
- Press Tab while reading the board to move between all time and today's dig.
- Ring the bell and you are asked what you want, with what each choice costs: close the museum, or run today's dig. Hold the key rather than tapping it, and a museum is never closed without a second ask.
Improved
- The first thing you dig up is the Seer's Eye, and once it is on its plinth you can carry it back down the tunnel from round two. It shows you where the next piece is buried.
- Today's dig does not end your run. Your museum is set aside exactly as it stands and comes back when the dig is over, and you can walk back to the bell and return to it at any point between rounds.
- While you are running today's dig the entrance says so, and the hall tells you your own museum is waiting for you.
- The bell glows while it has something to offer, and a line in the hall says what it does the first few times you are near it. It can be rung in an empty hall now, so today's dig is there from your very first visit.
- The board on the hall wall shows today's dig while you are running it, and the all-time board the rest of the time.
- The end-of-round ledger tells you a piece is waiting on its plinth from the very first round, instead of two rounds later.
- The end-of-run plaque leads with your museum score, says how it was worked out, and tells you when it is your best yet.
- Getting knocked down by a pendulum, falling rock or a swinging rib costs you a second rather than a 1.25 seconds, so a mistake on the way home is less likely to end the run.
Known Issues
- If you resume a saved museum that holds only the Rosewood Casket, your next dig turns up a second one. Start a new run to clear it.
- A museum you started before this update will still finish, but it cannot be ranked. Currently the game has no way to know how long you had already been playing it. Start a new run for a place on the board.
- A run played with cheats enabled is never ranked.
- A finished run takes a few minutes to reach the board on the hall wall. The plaque at the end of your run shows your place straight away.
- The boards are empty until somebody finishes a full twelve-piece museum.
- Today's dig is one sitting. It keeps no progress of its own, so leaving part way through loses the dig - your museum is untouched either way.
- A run begun before midnight and finished after it counts on the all-time board but not on either day's board.
Introducing Kudos and Small finds!Sep 19, 2026
Added
- Kudos: your museum now earns kudos every round from the visitors it draws. The end-of-round screen shows them walking in and the kudos coming out as coins, and back in the hall you watch and hear them drop into the collection box by the tunnel entrance.
- Restoration: stand at a damaged exhibit and press R to spend kudos on repairing it. The prompt tells you its condition, what the repair brings it to and what it costs. A repaired piece draws more visitors from the end of that round, but it can only be brought to 75% - a perfect piece has to be dug out clean. A small gold coin appears over any exhibit you currently have the kudos to repair.
- Small finds in the dirt: a pottery shard near every exhibit, and glazed beads and old coins buried deeper. Dig one out and it goes in your pocket.
- Once the exhibit is dug clear, anything still buried glints in its own colour - terracotta, teal, gold. The rarer it is, the deeper it lies.
- A pocket in the corner of the dig view shows what this mound holds and what you have found.
- Get home alive and your pockets sell for kudos: on the end-of-round screen each find goes into the museum and comes out as coins. Get caught and you lose them.
- Taking the exhibit no longer brings the wall down at once. The wall holds a few seconds longer - longer the fewer taps you used - and every tap in that time is free. Dig fast for what is glinting, then run. Stepping back sets the boulder off straight away, and so does digging out the last find.
Improved
- The closing bell has moved onto the column to the left of the entrance, further from where you walk, so it cannot be rung by accident. Its prompt is now red, because ringing it ends your run.
- With one tool artifact in hand you can now take a different one straight off its plinth: the one you were holding goes back to its own plinth by itself, instead of the game telling you to return it first.
- The swinging beams on bad ground stand further apart in the later rounds, so a duck and a jump are two moves and not one.
- When the boulder wedges in the museum doorway the stone now shows it: dust bursts off both sides of the frame, chips skitter across the hall floor and powder sifts down from the lintel.
Fixed
- Running down the seam between two collapsing floor slabs only dropped one of them, and the other carried you across. Both go now.
- Getting knocked down by one of a pair of pendulums could stand you back up directly under the other one, which knocked you down again at once. You now always get up clear of every pendulum.
- The closing bell went dark and could not be rung while you were holding a tool artifact. It now stays lit and works.
- A sliding door or a fallen beam could, rarely, be built with its edge inside a stretch of bad ground.
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