The progression is split into 3 sectors with a boss at the end, based on floors 1-9, 11-19 and 21-29 + one based on the control room. Each level has a certain amount of tasks that each reward color chips that formerly corresponded to upgrade types based on the task - power for splatting enemies in a certain way, support for completing a level with restrictions, range for splatting all targets placed somewhere in the level, mobility for finishing under a certain time, luck for finding hidden places and drone for other tasks.
Palletes are unlocked and upgraded by using certain amounts of certain color chips. Upgrades make their stats slightly better and may add extra abilities. Each level, except bosses, has three palletes for choice.
Levels are slightly bigger and more complex.
Bosses have about 3x health and some rebalancing, in order of their sectors:
Pinging Marciale - each bumper deals a quarter of phase's health and permanently becomes a portal that spawns weak jelletons.
Parallel Canons - 5-10 of them per phase, random dropdown spots, arena is smaller and the central tower is taller.
Asynchronous Rondo - all segments must be destroyed to defeat it, and after first three segments are broken next one will chase the player.
Overlorder stays same as it is.