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A new gameplay loop: LayersThe single flat run is gone. You now descend through Layers, each with its own difficulty, crystal mix, and rewards. Unlock Layer 2 by destroying enough crystals on Layer 1, and onwards from there. Pick your destination from the new Layer Select panel before every session. The change makes run to run variety feel meaningful instead of interchangeable.Session visuals and effectsA lot of polish across the core gameplay view:Crystals got a visual pass.Floating damage numbers are cleaner and better timed.Hit effects on crystal damage feel punchier.Critical hits now trigger a short screen shake.Chunks are more glowing and bright, so loot reads at a glance.Ambient scene work: slow moving blue clouds drift across the background, and a floating ember particle system gives the level the depth it was missing.Level lighting reworked for better mood and contrast.TutorialFirst time players get a guided walkthrough of the core loop now: destroying crystals, buying upgrades, hitting your first prestige. Sequences are skippable individually, and the whole tutorial can be toggled off in Settings for replay runs.Prestige rewards and upgradesThe prestige tree and main upgra
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