Hello! First off we want to take a moment to say a massive THANK YOU to everyone that has bought the game, and taken the time to give us feedback and suggestions. We've read every review, forum post and Discord message and we've used that to help inform all the new stuff that has gone into update #1.
Without doubt, the most common feedback we received was to do with the variety of items. The more we dug into it, the more we came to understand that the root of the problem was that players were unable to really tell which item they had in their hand. With that in mind we have made 2 major changes.
1) We have exaggerated the colour difference on the gold bars. It was originally very subtle so we exaggerated the colours and textures to make them more visually distinct.
2) We have added a name for each bar and a label to illustrate which item you are currently holding.
🚨 IMPORTANT 🚨
In order to fix bugs and implement alot of these improvements we had to make some pretty fundamental changes to the game. As a result, any items that you had shelved will now be back on the pile. Sorry - we know it sucks to lose progress, but it was unavoidable!

While we have retained the bar shapes, we're hoping that this resolves alot of the issues people encountered and are looking into solutions for non-bar shapes for the future.
Added
Find the last few bars. When 50 or fewer items are left, the scroll at the back of the hall becomes "World Cleanup". Use it and every loose bar, and every bar sitting on the wrong shelf, gets an outline until you tidy it.
Seek now outlines misplaced bars. With an empty hand it outlines every misplaced bar; while you hold a bar it outlines that type.
Every bar has a name. Stamped bars are named after the faction on their stamp. Names are translated into every supported language.
Prompts name the item. You no longer need to judge by colour alone.
Special Level. After you finish a run, the menu offers a Special Level: a bonus run in its own save slot, with Auto Sort given as the last ability. Leaving part way keeps it; finishing it lets you play it again.
"World Cleanup Complete" message when the cleanup scroll has done its work.
Improved
Bars are easier to tell apart. Eleven of the gold variants that looked alike have new looks (rose, amber, dragon green, steel blue, turquoise, night indigo, marble, verdigris copper and more), and each one now keeps its colour from every angle instead of turning gold when seen from the side.
Stamps show everywhere. A stamped bar shows its symbol on its top and bottom faces in the pile, on a shelf, in flight and in your hand, so you can read it without picking it up.
Ingot racks accept the whole ingot family. Any ingot can be put on an ingot rack; only the rack's own bar scores.
Held bars feel physical. Bars are held with a physics grip, so they bump into walls instead of passing through them, and a drop or throw starts from where the bar really is. Regular and thin ingots sit at a better angle in the hand.
Ability tooltips. Every tooltip now ends with the cooldown, shown as current > next level, and a line shows one value when the next level does not change it. Deposit's description is reworded.
Magnet and Deposit ability speed increased to be more effective than manual interaction.
Levels count stacks. Progress to the next level is counted in finished stacks, so progress comes at a steadier pace.
Ending Auto Sort is orderly. It fills the nearest shelf, then every other shelf of the same bar, then moves to the next type, with slower, readable flights.
Music. The pause between tracks is 15 to 30 seconds (it was 30 to 60).
Sound. No hit sound for a moment after a bar leaves your hand, and a fuller metal thud.
Tutorials show once. Starting a new round no longer brings every tutorial back.
Settings. The Sprint toggle only appears once you have Sprint.
The system that tracks every bar (pile, hand, shelf, save) was rebuilt. This is the base for the fixes below.
Fixed
Gems and bars could be lost when dropped next to a wall or ledge.
The throne scroll at the ending showed a prompt and did nothing.
The "Messy Hall" achievement did not unlock.
Finishing the game and saving could lose your progress. A completed level now stays saved, and Continue opens the level you last played.
Aiming at a shelf that already held bars could take a bar off instead of placing yours. A bar is now taken back by aiming at it.
A picked-up bar could end up tiny, or far too big, in the hand.
Bars in a regenerated pile could not be picked up.
Bars flickered when they were dropped automatically.
A tutorial popup stayed on screen during the ending.
The "new level" prompt in the menu stayed up after you had played that level.
Gem pedestals accepted the wrong gem.
The first load after launch could open the wrong save slot.
Menus could open without focus on gamepad after changing screens.
Once again, a huge thanks to everyone for your support and giving the game a try. We look forward to hearing what you think about the updates and improvements!