I'm afraid I don't usually put in toggles to revert changes made by updates, or revert them in general, and this time isn't an exception. I understand the hesitance about new art, but this isn't the first time Shattered has had major art changes, it's not the first time people have been resistant to them, and if the past is anything to go on then people will end up getting used to these changes and will see them as an improvement.
As for colorblind stuff, I have made some specific tweaks for them and will continue to do so as major things are brought to my attention. I'd rather just try and make the base game reasonably playable for everyone than support separate colors for different users. This is partly why potions have little icons to denote their function once you've IDed them.





This is exactly why I added a warning popup later into the beta, to try and remind players that the vault is deadly and that they do have an easy way to escape if they want to.
The vault is sort of a little microcosm of progression, and that also includes learning about how it works. Pretty much all combat is avoidable so you really want to try and work your way up before fighting enemies.
I'm planning to keep an eye on how success numbers go as people play and learn about the vault, at the moment they are quite low, but the vault is also brand new. It's a later game challenge, so I don't think I'm ever going to just have an automatic safety net though, as this stage of the game players should be expected to recognize when they need to flee.