- Six factions now hunt you: Thralls, the Willing, Wardens, GLITCH's Chassis, the bounty hunters of Kindred Recovery, and the Daemons, GLITCH's own processes.
- Commanders bring minions, and taking them down pays off: the Pacer's crowd wakes up, the Duty Officer's Wardens lose signal, the Scheduler's processes terminate, the Foreman's crew runs.
- Four mini-bosses with phases: the Kettle pens you in shrinking pylon fences, the Packleader hunts in pounce chains, Saint Static preaches over speaker towers, and the Appraiser's repossession has to be interrupted.
- Champions roll new powers from level 18: Bulkhead walls, Swarm-Linked tethers, Arc Sentry beams, Spoofed decoys and Orbit sparks.
- Every new foe shows its attack first: lanes, circles and fences on the floor, so you always get a fair chance to move.
- Meet them in the Pit: the blue ROSTER pad calls each new unit in turn, and the endless pad mixes all six factions from level 7. New patrols walk the Nightly street, Rain Market Court and the Night Market after the prologue.
- Wirecaster bolts and Short Circuit now break riot shields, the Sawbones sidearm ignores them, and Biohacker toxins rust machines that are immune to poison.
- Fixes: you can fight with your back to a north wall again, pounces no longer end inside pillars, shoves can't push you into walls, and Blink always lands on walkable ground.
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