Pack Your Pocket
Before each run, put
4 of the 10 shared weapons in your pocket. Level-up cards come only from your button's 2 exclusive weapons plus those 4 —
6 in total. You have 6 weapon slots, so what you pack decides what the run looks like.
- Your pocket is saved and comes with you into the next run.
- Twin buttons use the pocket too (with the Twin Pack). The Galaxy button still draws from every weapon.
- Challenge and Expanded Challenge use the standard four shared weapons — leaderboards need everyone on the same terms.
Six new tool weapons
- Nut — thrown far, it spins back, grinding whatever it touches both ways. Evolves into Whirlwind Nut.
- Screw — left in the floor behind you; it springs up and bursts when stepped on. Evolves into Spring Screw.
- Super Glue — throws a puddle under enemies; anything that steps in stops dead. Bosses are only slowed. Evolves into Amber Glue.
- Matchstick — sets enemies alight. They keep burning and the fire jumps to their neighbours. Evolves into Torch Match.
- Tiny Bulb — turns its light toward the nearest enemy; while it's on, anything in the light keeps taking damage. Evolves into Lighthouse Bulb.
- Wind-up Toy — a wound-up toy walks off on its own and bursts when it bumps into an enemy. Evolves into Clockwork Knights.
Two new synergies:
Sticky Band (Super Glue + Rubber Band — wider puddles) and
Fuse Thread (Matchstick + Thread — fire spreads farther).
A 40-minute chapter: the Toolbox
Where the button rolled while its coat waited to be mended — and where the new weapons came from. The boss arrives at
36 minutes, with the same four difficulty bands as the expansion and Twin Pack chapters (easy to 10 minutes, average to 20, hard to 30, then a steady climb). Elites arrive every
5, 11 and 20 minutes.
- Trash — Wood Curl, Wire Snip, Sandpaper Scrap, Oily Rag, Rubber Wedge.
- Elites — Oil Can (circles you, leaving oil that slows you down), Spanner (spins around one end, sweeping everything nearby along with it), Caster Wheel (rolls past in straight lines, shoving everything aside).
- Ending boss — the Spirit Level.
A new boss ability: Tilt
The Spirit Level
tilts the whole floor. The
bubble floating above it is the warning — the slope runs away from where the bubble slides. Three patterns, in order:
- Tilt — for 3 seconds everything slides one way, enemies faster than you. Walk uphill and you hold your ground.
- Rock — the floor tips left and right, four times. The horde sloshes back and forth and bunches up in the middle.
- Roll — the Spirit Level slides down the slope across the arena. Its path is shown in advance, so stepping aside dodges it.
Sparkles slide downhill too. Screws stay put — they are driven into the floor.
What's included
- Pack Your Pocket — choose 4 of 10 shared weapons for each run
- 6 new weapons, each with an evolution
- 2 new synergies
- 1 chapter, built around a 40-minute run
- 9 new enemies — 5 trash, 3 elites, 1 ending boss
- 1 new boss ability (Tilt)
- 8 achievements
Before you buy
- You need the base game. This cannot be played without Button Down.
- Update Button Down to 1.3.0 or later. This DLC's content ships inside the base game build. Without that update, the pocket, the new weapons and the Toolbox will not appear even after you buy it.
- You do not need the Twin Pack or the free expansion.
- The new weapons do not appear in Challenge or Expanded Challenge (leaderboard modes). Those use the standard four shared weapons.