Actually if a recall there's a lot more from what I've seen, so let me slam em down here.
~ Complete resprite that is generally better looking, done mainly by Motorroach with contributions from Blurblur and many others
- Actually is as tall as Neo Sonic, finally
- Has greeneyes
- Currently the sprites done that are seen publicly are the idle, walking, some angles on the running for both mach and normal, walking
roll sprites, springing, falling, and stomping
~ A new menu from the ground up that allows you to change the cosmetic settings (ala Rushglow, VA, HUDStyle, etc. etc.), whether or not some mechanics are on, and a bit more.
- The secret "shit" HUD is now called Legacy
- HUDs have been adjusted and updated, excluding 06, Rush, and SRB2 (unsure about this one)
- A color selection bar and continue icon example to show and make Rushglow color selection much more streamlined (will react to
added custom colors)
~ The homing attack has been revised and bug fixed, less enemy helicoptering happens now
- New perfect homing attack ala to Colors Ultimate (uses the same execution method)
- Colors Ultimate Reticle with timing circle included
~ Perfect Homing Attack works like a stronger homing attack, dealing twice the damage of a normal homing and giving a speed bonus when done
- Instantly kills Egg Knights
- Can 3 hit any average post-2.2.5 boss, as it deals 2 hits per attack
~ Rushglow now uses addtive blendmode and fully overlays the color on Sonic, adding 99% accuracy to the original source material
- Blendmode Rushglow is optional, as you can still enable what I call "Fur Paint Rushglow" with the 'Rush Glow Blending' option ON/OFF
~ New tricks, and new tricking effects that mimic the look of generations without spawning 20+ particles
~ SMS-Style Air Particles, and a smooth additive blendmode trail when you boost
~ Rundust, not heavy, as it's more of very transparent spaced out dust clouds that appear in your running state
- Changes to the rush-style rundust after gaining rush mode
~ The jumpball now uses addtive blendmode, making it nice and shiny
~ Complete walljump revamp that includes many alterations and adjustments to make it much more consistent and usable while making it balanced
- Successive Walljumps seemingly no longer diminish the power output, at the cost of the walljump being slower and much floatier
- The wallcling can now slide across walls multiple walls, reducing the "corner grabbing" problem if you were wallclinging and had slid enough
- The walljump has better looking afterimages that are now simply a delayed image of the current player animation
- Walljump uses 4 afterimages
~ Ring-based speed factor that makes getting rings increase your speed cap (ala Sonic Unleashed/Unwiished)
~ Can now boost through Egg Shielder shields
~ Lightdash has advance-style afterimages and more papersprite effects similar to Neo Sonic when you initiate the move
- Lightdash is much more stable and deals with more complicated trails of rings better
That's pretty much all I can put down as of now. Could possibly be more details that's been out in the public. Remember, out when it's done people!