Yes, good catch! I can clarify that!
Viewing post in Bump in the Dark: Revised Edition playkit & quickstart comments
I should probably type this up and include it with the download, but there are two major rules changes:
Risk & Impact - in the original edition of the game, the action roll was simplified by folding position and effect together. The keeper set position which hunters had limited means to modify. Here, position becomes risk and effect is added back in as impact. All rolls are risky by default, but the players can increase their impact by making things riskier ("make it desperate") or decrease their risk by reducing their impact ("play it safe"). Inspired by how the action roll works in Slugblaster and me missing players being able to trade position and effect like in Blades.
The other big difference is downtime. The revised edition contains a total rewrite of the downtime phase which used to function more similarly to Blades in the Dark. All of downtime is now focused around purchasing beats using xp (hope or bond).
There are some other changes that came along with those: Trust worked a little differently. The xp (hope/bond) triggers have changed a bit and now they are only accrued during hunts and not downtime. The showdown roll results were tweaked to reflect the shift from position to risk/impact. Consequences look a little different for the same reason.
Finally, there are some changes to how gear works. Previously each playbook had a different maximum load. Load was renamed "gear slots" and now it's 4 for everyone, but some playbook abilities increase your total number of slots available.
I think that's all the main stuff!