The battle screen gets a proper console, and a fury dial that actually reads

Level, score, both health bars and the fury gauge now sit in one panel at the top. The old fury bar was technically accurate and completely unreadable.

INTERFACE

The battle screen has been rebuilt from the top down. Everything you need to know mid-fight — which level you are on, your score, your health and the enemy’s — now lives in a single console across the top of the screen instead of being scattered around the edges where your thumb was covering it.

The fury gauge got the biggest change. It used to be a thin bar that filled up and turned gold, which told you roughly nothing. It is now a proper dial with visible segments, so you can see how close you are to a transformation, whether the last cascade pushed you over a threshold, and how much of your thirty seconds of fury you have left. If you play a Warden or above you will notice this immediately.

The health bars themselves were redrawn too. Damage lands on them in visible chunks now, so a big cascade looks like a big cascade instead of a number quietly getting smaller.

On the board side, each of the five maps now fights over its own scenery. The mine and the factory for Lock & Load, the groves for Chocolate Forest, the ovens for Apple Pie Factory, the craters for Danger, and the tower for Steel City. It is cosmetic, but five maps that all looked the same made the campaign feel shorter than it is.

Small thing, but the one people write in about: the board now sizes itself to your screen properly. On a short phone the board takes what is left after the console rather than overflowing off the bottom.