The first ten weapons were mostly different ways of doing damage. The eight new ones change how you play, and for the first time, what you pick together really matters.
- Eight new weapons: the Hole Punch (a close-range shotgun), the Tape Dispenser (a boomerang that sticks enemies to the floor), the Water Cooler (lobbed splash), the Mop (a wet trail), the Desk Fan (pushes the horde away), the Paper Shredder (a vortex that pulls them in), the Megaphone (a stunning shout) and the Printer Turret.
- Elements: Fire burns and spreads from enemy to enemy, Water soaks and puts fire out, Shock deals double damage to soaked enemies, and Ice freezes soaked enemies solid. Anything frozen, taped or stunned takes 40% more damage.
- Corporate Mergers: max two partner weapons and a Supply Crate merges them into one (Confetti Cannon, Flood Protocol, Paper Tornado and Intercom Network), freeing a weapon slot.
- Trade-off perks: Overtime Contract, Standing Desk, Glass Desk and Unpaid Internship are powerful, with a real downside.
- Five weapon slots (down from six), so every pick counts.
- More to dodge: Overworked Brutes and Middle Managers wind up telegraphed ground slams, Spam Bots aim with a laser sight before they fire (and fire spreads later in the day), and from 11 AM the floor gets hazards: coffee spills that slow you down and sparking cables that zap anything standing in them. Lure the horde onto a cable.
- The 6 AM Auditor now ends every Overtime run, Overtime pay has been rebalanced, and Employee Benefits have more ranks.
- Fixes: tractor beams no longer drag you around after the alien is gone, snacks and power-ups drop on cooldowns instead of in endless streams, and auto level-ups stop stacking stats after 20.