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Ever wondered what the love child of a Roguelike Deckbuilder and a Tabletop Boardgame would look like? Here’s the answer: Into The Grid features action-packed card battles and deeply tactical map exploration with resource management.

We designed a unique dual-resource system where each card is played for its effect while simultaneously generating Virtual Memory (VIM), which allows the player to take advantage of even the most suboptimal hands. Use your VIM to activate your Commands during battle and obliterate your enemies’ defenses!

Exploit the Commands - powerful unlockable skills that can be the difference between victory and defeat. Choose them wisely, sync them with your deck, and strategically deploy them for knockout wins.

The Grid is the infinite digital landscape where information lives. Full of riches and dangers, it’s a place where only the sharpest minds can thrive. Experience a layer of depth never seen before in the genre; consider every move as if it were your last because it might be. Fight or flee? Visit this area now or later? Cash in a reward immediately, or hold on to it for an even bigger payoff? The choice is yours, as well as the punishment and the profit.

The Repo is your arsenal, and its program cards, your weapons. Get new Programs as you explore, and scrap your least effective ones to upgrade your best ones. Look out for unique combinations and unlock the ultimate power.

As a hacker, your Console is an extension of your mind and body. Customize it to match your playstyle by unlocking hardware mods and perks. The more you hone your skills, the more options you’ll discover!

Into The Grid includes five distinct characters, each with its own story arc, gameplay mechanics, art, and much more.
Into The Grid
Flatline StudiosDeveloper
Flatline StudiosPublisher
Q3 2024Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (122 reviews)
Public Linux Depots:
  • [0 B]
Version 0.2.1 Patch Notes

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/53794ed0dc8d6a6ee275873a62f26939bf3e5f65.png\"][/img]

  • Fixed a bug with the way Gates became Collapsed Gates that made them not lock properly.

    [/*]
  • Fixed a bug where Rehashing a Remover Node and selecting and confirming a card very quickly during the first remove phase made a ghost copy of that card during the second remove phase.

    [/*]
  • Fixed a bug where playing cards quickly sometimes made them to not be played and got stuck floating in the play area.

    [/*]
  • Fixed a bug where the tooltip for Protocols sometimes remained on screen even when not hovering.

    [/*]
  • Fixed a bug where forcing a shop to spawn while having every Driver o every Unique card would softlock the game.

    [/*]
  • Fixed a bug with Kernel\'s System Failure passive subroutine where redrawing the same card over and over if it was the only card in your deck would make it not glitched.

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/9162952692b64fa7f2ed886b700952268e23af5d.png\"][/img]

  • Reduced the amount of Sentinels spawned on Layers 1 and 2.

    [/*]
  • Reduced the amount of Sentinels spawned on some Alarm Levels.

    [/*]
  • Reduced the number of Nodes on Layer 1 (removed 1 Access node, 1 Security node, and 1 Printer node).

    [/*]
  • Replaced 1 Access node, 1 Security node, and 1 Printer node on Layer 2 with Library Nodes.

    [/*]
  • Reduced the amount of Haven nodes on Layer 3 from 3 to 2.

    [/*]
  • Increased the amount of Library nodes on Layer 3 from 2 to 3.

    [/*]
  • Library nodes Exploit extra Intel percentage yield reduced from 25% to 20%.

    [/*]
  • Teleport nodes extract yield decreased from 100 Intel to 80 Intel.

    [/*]
  • Probe nodes extract yield decreased from 100 Intel to 80 Intel.

    [/*]
  • Compiler+ nodes extract yield reduced from 200 Intel to 160 Intel.

    [/*]
  • Haven nodes extract yield reduced from 200 Intel to 160 Intel.

    [/*]
  • The rarity of the cards offered by Compiler nodes on Layer 1 has been slightly increased.

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/1319e45df7805a11a2c644be420e8b30b47f9d9f.png\"][/img]

  • The cost Combat Drivers has been increased by 50 Intel.

    [/*]
  • The cost of Rare cards has been increased by 50 Intel.

    [/*]

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/fc0071a878ef3e26c4afca3aabb39055838c0cf2.png\"][/img]

  • [u]Maggie The Magpie:[/u]

    OLD

    [list]
  • Clock cost: 1 / 2 VIM / Effect: Deal 15 damage to all targets. Assist 2: Draw 1 card.

    [/*]

NEW

  • Clock cost: 1 / 2 VIM / Effect: Deal 20 damage to all targets. Assist 2: Draw 1 card.

    [/*]
[/*]
  • [u]Maggie The Magpie+:[/u]

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Deal 25 damage to all targets. Assist 2: Draw 1 card.

      [/*]

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Deal 30 damage to all targets. Assist 2: Draw 1 card.

      [/*]
    [/*]
  • [u]Venom Strike:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Increase the damage of Bite Scripts by 5 this turn. On-Hit: inflict 2 Exposed.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Deal 25 damage. Increase the damage of Bite Scripts by 5 this turn. On-Hit: inflict 2 Exposed.

      [/*]
    [/*]
  • [u]Titanium Web:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. All Scripts you create this turn will be Cocoon Scripts.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 35 Barrier. All Scripts you create this turn will be Cocoon Scripts.

      [/*]
    [/*]
  • [u]Titanium Web+:[/u]

    OLD

    • Clock cost: 1 / 4 VIM / Effect: Gain 40 Barrier. All Scripts you create this turn will be Cocoon Scripts.

      [/*]

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Gain 55 Barrier. All Scripts you create this turn will be Cocoon Scripts.

      [/*]
    [/*]
  • [u]Molt:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you played at least 5 Scripts this turn, also: create 2 copies of the last Script you played.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you played at least 4 Scripts this turn, also: create 2 copies of the last Script you played.

      [/*]
    [/*]
  • [u]Molt+:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you played at least 5 Scripts this turn, also: create 3 copies of the last Script you played.

      [/*]

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you played at least 4 Scripts this turn, also: create 3 copies of the last Script you played.

      [/*]
    [/*]
  • [u]Scouting Scuttle:[/u]

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Create 2 Weave Scripts. / Conditional effect: If you played at least 5 Scripts this turn, also: create 2 Weave Scripts.

      [/*]

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Create 2 Weave Scripts. / Conditional effect: If you played at least 4 Scripts this turn, also: create 2 Weave Scripts.

      [/*]
    [/*]
  • [u]Scouting Scuttle+:[/u]

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Create 3 Weave Scripts. / Conditional effect: If you played at least 5 Scripts this turn, also: create 3 Weave Scripts.

      [/*]

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Create 3 Weave Scripts. / Conditional effect: If you played at least 4 Scripts this turn, also: create 3 Weave Scripts.

      [/*]
    [/*]
  • [/list]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/52488471e867cf322893cb4e91e7cb621720764c.png\"][/img]

    • [u]Charged Codeslash:[/u]

      OLD

      [list]
    • Clock cost: 1 / 4 VIM / Effect: Deal 35 damage.

      [/*]

    NEW

    • Clock cost: 1 / 4 VIM / Effect: Deal 25 damage.

      [/*]
    [/*]
  • [u]Charged Codeslash+:[/u]

    OLD

    • Clock cost: 1 / 6 VIM / Effect: Deal 50 damage.

      [/*]

    NEW

    • Clock cost: 1 / 5 VIM / Effect: Deal 35 damage.

      [/*]
    [/*]
  • [u]The Guilds Heist:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Deal 40 damage. On-Hit: Draw 1 card.

      [/*]

    NEW

    • Clock cost: 1 / 1 VIM / Effect: Deal 40 damage. On-Hit: Draw 1 card.

      [/*]
    [/*]
  • [u]The Guilds Heist+:[/u]

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Deal 50 damage. On-Hit: Draw 2 card and then discard 1 card.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Deal 50 damage. On-Hit: Draw 2 card and then discard 1 card.

      [/*]
    [/*]
  • [u]Hoplite:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Gain 20 Barrier.

      [/*]

    NEW

    • Clock cost: 1 / 1 VIM / Effect: Deal 20 damage. Gain 20 Barrier.

      [/*]
    [/*]
  • [u]Hoplite+:[/u]

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Deal 30 damage. Gain 30 Barrier.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. Gain 30 Barrier.

      [/*]
    [/*]
  • [u]Fun Guys+:[/u]

    OLD

    • Clock cost: 0 / 3 VIM / Effect: Draw 1 card.

      [/*]

    NEW

    • Clock cost: 0 / 2 VIM / Effect: Draw 1 card.

      [/*]
    [/*]
  • [u]Rending Codeslash:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Deal 35 damage. On-Hit: Inflict 1 Debilitated.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. On-Hit: Inflict 1 Debilitated.

      [/*]
    [/*]
  • [u]Rending Codeslash+:[/u]

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Deal 45 damage. On-Hit: Inflict 2 Debilitated.

      [/*]

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Deal 45 damage. On-Hit: Inflict 1 Debilitated.

      [/*]
    [/*]
  • [u]Power Armor:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 100 Barrier.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 90 Barrier.

      [/*]
    [/*]
  • [u]Power Armor+:[/u]

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 150 Barrier.

      [/*]

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 120 Barrier.

      [/*]
    [/*]
  • [/list]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/42ff772daa53ccba533e93ec0f70c83a272ef30d.png\"][/img]

    • Erebus Mk1 Integrity reduced from 120 to 110.

      [/*]
    • Erebus Mk2 Integrity reduced from 190 to 180.

      [/*]
    • Erebus Mk3 Integrity reduced from 250 to 240.

      [/*]
    • Erebus Mk1s Flying Hook subroutine damage reduced from 45 to 40.

      [/*]
    • Erebus Mk2s Flying Hook subroutine damage reduced from 65 to 60.

      [/*]
    • Erebus Mk3s Flying Hook subroutine damage reduced from 75 to 70.

      [/*]
    • Erebus Mk1\'s Periphal Wings Integrity reduced from 190 to 160.

      [/*]
    • Erebus Mk2\'s Periphal Wings Integrity reduced from 270 to 240.

      [/*]
    • Erebus Mk3\'s Periphal Wings Integrity reduced from 340 to 310.

      [/*]
    • Erebus Mk1\'s Periphal Wingss Shield Blast subroutine damage reduced from 50 to 30.

      [/*]
    • Erebus Mk2\'s Periphal Wingss Shield Blast subroutine damage reduced from 70 to 50.

      [/*]
    • Erebus Mk3\'s Periphal Wingss Shield Blast subroutine damage reduced from 90 to 70.

      [/*]
    • Maxilla Mk1\'s Arsenal passive subroutine damage requirement reduced from 30 to 15.

      [/*]
    • Maxilla Mk2\'s Arsenal passive subroutine damage requirement reduced from 35 to 25.

      [/*]
    • Maxilla Mk3\'s Arsenal passive subroutine damage requirement reduced from 40 to 35.

      [/*]
    • Maxilla Mk1\'s Clamp Down subroutine damage reduced from 45 to 40.

      [/*]
    • Maxilla Mk2\'s Clamp Down subroutine damage reduced from 65 to 60.

      [/*]
    • Maxilla Mk3\'s Clamp Down subroutine damage reduced from 75 to 70.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/a67f09a5e90e44453d848861b158a9d46713c731.png\"][/img]

    • All Drivers that mention Basic Tools now refer to Breaker Tools.

      [/*]
    • Storm Driver has been temporarily removed from the pool due to a bugged interaction with the final Core Keeper.

      [/*]
    • Panoptic Driver Trace requirement increased from 5 to 6.

      [/*]

    [ 2025-12-30 16:01:50 CET ] [Original Post]
    Update 0.2.0 "Collapsing Clusters" is LIVE!

    Hello Runners!

    Were happy to bring you the first of the Major Updates. This update brings an entirely new mechanic weve been designing for some time and that is part of the core game loop weve always had in mind. We feel Collapsing Clusters, which will be explained further down, are the right level of immersion we want for Into The Grid and a powerful tool that will afford us more control over the map exploration.

    Were eager to hear your thoughts on it once youve got a few runs with it under your belt! Remember were always excited to receive your feedback either on our Discord server or in our Steam Community Forums.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/95665d93fd0d7f941999eff7d7cf96cfca502196.png\"][/img]

    This Patch rebalances and reworks several aspects and elements of the game. It should help make infinite-loop builds the exception and not the rule, and it should make Protocols easier to play. This Patch also introduces a new core mechanic, known as Collapsing Clusters, that will raise the stakes of map exploration and substantially shorten the average time for completing a run. The new balancing also makes both the Player and the enemies scale more consistenly, avoiding swingy runs were Players felt they were too strong from the start of the game, or that the enemies sudden power spikes made it impossible for them to win.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/310a4ad7eef81a02f5ea10a13509bad74d03adb7.png\"][/img]

    Now, every Alarm Level starting from Alarm Level 1 will select one or more Clusters that will be Collapsed when reaching the following Alarm Level. Collapsed Clusters will have all their Nodes exhausted, their Watchers disabled, their Sentinels destroyed, and their Gates closed and replaced by Collapsed Gates. Players will still be able to move through them.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/884faf7d4dacdd68489d955992f9a312e7bcdefd.png\"][/img]

    • All Tool icons have been upgraded.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/53794ed0dc8d6a6ee275873a62f26939bf3e5f65.png\"][/img]

    • Fixed a bug that made Ghost Driver affect Protocol cards.

      [/*]
    • Fixed a bug that made Fang Strike count as a \"Codeslash\" card.

      [/*]
    • Fixed a bug that made using a Teleporter not work when the Grid is completely revealed.

      [/*]
    • Fixed a bug that made some tooltips remain on screen even when not hovering over them.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/9162952692b64fa7f2ed886b700952268e23af5d.png\"][/img]

    • Upgrader, Remover and Driver Nodes are now limited to one of each per Layer.

      [/*]
    • Rehashing Driver and Compiler Nodes no longer boosts the rarity of the reward offered. Instead, it now shows one extra option to choose from.

      [/*]
    • Data Gates are now Intel Gates.

      [/*]
    • Heavy Gates are now Trace Gates.

      [/*]
    • Raising the Alarm Level no longer closes Gates, but spawns more Sentinels.

      [/*]
    • Log Scrubbers now reduce Trace by 3 instead of 4.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/89273a6f0305b1d180a4dfa507d5c67b90ae040a.png\"][/img]

    • Hashkeys are no longer available on Sur.Face.

      [/*]
    • Combat Drivers are now available on Sur.Face.

      [/*]
    • Deep Sur.Face has been deprecated and replaced with Upgraded Sur.Face. This shop offers upgraded cards, and it costs 2 Hashkeys to enter it.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/597022d35552c62d186778039a647b4a37218901.png\"][/img]

    • Darwin\'s Touch is now: \"Trigger 1 random Assist effect and reduce its counter,\" and it now costs less VIM.

      [/*]
    • Darwin\'s Augmented Touch is now: \"Trigger 1 random Assist effect and without reducing its counter.\"

      [/*]
    • Darwin\'s Repurpose is now: \"Discard the rightmost card in your hand,\" and it now costs less VIM.

      [/*]
    • Darwin\'s Augmented Repurpose is now: \"Choose a card to Discard.\"

      [/*]
    • Darwin\'s Augmented Strategize is now: \"Create 2 random Scripts. Preserve all Script cards in hand until next turn.\"

      [/*]
    • Darwin\'s Replicate is now: \"Every time you create any amount of Scripts, create one extra,\" and it now costs less VIM.

      [/*]
    • Darwin\'s Augmented Replicate effect is the same as the base one, but it costs even less VIM.

      [/*]
    • Darwin\'s Augmented Prepare is now: \"Next turn, gain 1 Clock and draw 1 extra card.\"

      [/*]
    • Darwins Dive Command has been Replaced by Mulligan: Discard up to 3 cards, then draw that many cards. Augmented Mulligan has the same effect, but reduced VIM cost.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/fc0071a878ef3e26c4afca3aabb39055838c0cf2.png\"][/img]

    [table equalcells=\"1\" colwidth=\"191,50,48,\"][th colwidth=\"191\"]

    Card Name

    [/th][th colwidth=\"50\"]

    Clock

    [/th][th colwidth=\"48\"]

    VIM

    [/th][th]

    Effect

    [/th][td colwidth=\"191\"]

    Paper Crane

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 20 BARRIER. Discard 1 card. On-Discard: Gain 20 BARRIER.

    [td colwidth=\"191\"]

    Upgraded Paper Crane

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 30 BARRIER. Discard 1 card. On-Discard: Gain 30 BARRIER.

    [td colwidth=\"191\"]

    Captain Commandogs

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Deal 25 DMG. Assist 1: Augment a random Command.

    [td colwidth=\"191\"]

    Upgraded Captain Commandogs

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    Deal 30 DMG. Assist 2: Augment a random Command.

    [td colwidth=\"191\"]

    Air Superiority

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    1

    [/td]

    Draw 1 card and gain 1 Clock for each Augmented. Command you have. DECOMPILE

    [td colwidth=\"191\"]

    Upgraded Air Superiority

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Draw 1 card and gain 1 Clock for each Augmented. Command you have. DECOMPILE

    [td colwidth=\"191\"]

    Enlighten

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Upgraded Enlighten

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Venom Strike

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Deal 20 damage. Increase the base damage of Bite Scripts by 5 this turn. On-Hit: Inflict 2 Exposed.

    [td colwidth=\"191\"]

    Upgraded Venom Strike

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Deal 40 damage. Increase the base damage of Bite Scripts by 5 this turn. On-Hit: Inflict 2 Exposed.

    [td colwidth=\"191\"]

    Liquefaction

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Deal 15 DMG. On-Hit: Create 2 Bite Scripts.

    [td colwidth=\"191\"]

    Upgraded Liquefaction

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    Deal 15 DMG. On-Hit: Create 3 Bite Scripts.

    [td colwidth=\"191\"]

    Silk Shell

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 30 Barrier. Create 3 Cocoon Scripts.

    [td colwidth=\"191\"]

    Upgraded Silk Shell

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 40 Barrier. Create 4 Cocoon Scripts.

    [td colwidth=\"191\"]

    Molt

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 30 Barrier. If you played at least 4 Scripts this turn, also: Create 2 copies of the last Script you played.

    [td colwidth=\"191\"]

    Upgraded Molt

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 40 Barrier. If you played at least 4 Scripts this turn, also: Create 3 copies of the last Script you played.

    [td colwidth=\"191\"]

    Scouting Scuttle

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    Create 2 Weave Scripts. If you played at least 4 Scripts this turn, also: Create 2 Weave Scripts.

    [td colwidth=\"191\"]

    Upgraded Scouting Scuttle

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    Create 3 Weave Scripts. If you played at least 4 Scripts this turn, also: Create 3 Weave Scripts.

    [td colwidth=\"191\"]

    Adaptation Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Every time you use an Augmented Command, generate 2 VIM.

    [td colwidth=\"191\"]

    Expiration Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    The first time an Assist effect expires each turn, gain 1 Clock.

    [td colwidth=\"191\"]

    Patch Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Junk Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Every time you discard a card during your turn, deal 10 damage to the ICE.

    [td colwidth=\"191\"]

    Boost Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Hatch Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Digest Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Weave Script

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    0

    [/td]

    \\[Effect remains the same]

    [/table]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/52488471e867cf322893cb4e91e7cb621720764c.png\"][/img]

    [table equalcells=\"1\" colwidth=\"191,50,48,\"][th colwidth=\"191\"]

    Card Name

    [/th][th colwidth=\"50\"]

    Clock

    [/th][th colwidth=\"48\"]

    VIM

    [/th][th]

    Effect

    [/th][td colwidth=\"191\"]

    Mem Dagger

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    1

    [/td]

    Deal 20 DMG. If you have at least 12 VIM, also gain 1 Cached.

    [td colwidth=\"191\"]

    Upgraded Mem Dagger

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Deal 30 DMG. If you have at least 12 VIM, also gain 1 Cached.

    [td colwidth=\"191\"]

    Ulysses\' Toy

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Upgraded Ulysses\' Toy

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    \\[Effect remains the same]

    [td colwidth=\"191\"]

    Stray\'s Ambush

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Deal 30 DMG. If you have at least 8 Feral, also gain 1 Clock.

    [td colwidth=\"191\"]

    Upgraded Stray\'s Ambush

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    3

    [/td]

    Deal 50 DMG. If you have at least 8 Feral, also gain 1 Clock.

    [td colwidth=\"191\"]

    Kennel Law

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    1

    [/td]

    Gain 30 Barrier. If you have at least 8 Grit, gain 1 Clock.

    [td colwidth=\"191\"]

    Upgraded Kennel Law

    [/td][td colwidth=\"50\"]

    1

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Gain 50 Barrier. If you have at least 8 Grit, gain 1 Clock.

    [td colwidth=\"191\"]

    Upgraded Input Assistant

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    1

    [/td]

    Gain 30 BARRIER. If you used a Command this turn, also gain 1 Cached.

    [td colwidth=\"191\"]

    Mem Cloak

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    0

    [/td]

    Gain 20 Barrier. If you have at least 12 VIM, generate 2 extra VIM.

    [td colwidth=\"191\"]

    Upgraded Mem Cloak

    [/td][td colwidth=\"50\"]

    0

    [/td][td colwidth=\"48\"]

    1

    [/td]

    Gain 30 Barrier. If you have at least 12 VIM, generate 2 extra VIM.

    [td colwidth=\"191\"]

    Cunning Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    At the start of your turn, gain 2 Grit.

    [td colwidth=\"191\"]

    Moon Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    At the start of your turn, gain 2 Feral.

    [td colwidth=\"191\"]

    Ignition Protocol

    [/td][td colwidth=\"50\"]

    2

    [/td][td colwidth=\"48\"]

    2

    [/td]

    Whenever you use a Command, deal 15 DMG to all targets.

    [/table]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/a67f09a5e90e44453d848861b158a9d46713c731.png\"][/img]

    • Agility Driver has been deprecated.

      [/*]
    • Zap Driver has been deprecated.

      [/*]
    • Dynamo Driver has been deprecated.

      [/*]
    • Missile Driver is now a Darwin exclusive.

      [/*]
    • Patience Driver is now an Ursa exclusive.

      [/*]
    • Stream Driver is now: The first time you play 3 Attacks in a single turn, draw 2 cards.

      [/*]
    • Battery Driver is now: The first time you play 3 Defenses in a single turn, gain 1 Overclocked.

      [/*]
    • Hibernation Driver is now: Each turn, preserve up to 25Barrier instead of losing it all.

      [/*]
    • Cranium Driver is now: Every 3rd Command you use, gain 1 Clock.

      [/*]
    • Storm Driver is now: At the end of your turn, deal 2 DMG to the ICE per VIM you have.

      [/*]
    • Satellite Driver is now: At the start of each combat, Augment all Commands.

      [/*]
    • Shockwave Driver is now: Every time you use an Augmented Command, deal 20 DMG to ICE.

      [/*]
    • Transistor Driver is now: Every time you discard a card, gain 1 VIM.

      [/*]
    • Chain Driver is now: The first time you play 4 Scripts in a row each turn, gain 1 Clock.

      [/*]
    • Viper Driver is now a Core Keeper Driver, and its effect is now: Increase base DMG of Bite Scripts by 5.

      [/*]
    • Ripple Driver has been added to the pool: The first time an Assist effect expires each turn, draw 1 card and generate 1 VIM.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/42ff772daa53ccba533e93ec0f70c83a272ef30d.png\"][/img]

    All Mk1 Sentinels have been rebalanced to make the combats shorter, although possibly more taxing. Integrity points and Barrier gain of all Sentinels have been reduced. Many Sentinels now can inflict more debuffs than previously. We wont go through every change for this category at this time, but well share two of the most significant ones:

    • Maxillas passive subroutine now upgrades its offensive subroutines unless it receives at least a fixed amount of damage each turn.

      [/*]
    • Wendigos passive subroutine no longer deals damage based on the amount of cards in hand, it now inflicts a debuff if an Antler is online.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/341d5760f1a2059dd8d78db08f0df7a4cffbec02.png\"][/img]

    • Sometimes Gates dont get locked properly when a Cluster Collapses.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/f81feaa7a409ee165a0a2ef5ffcc619078bb8624.png\"][/img]

    • Were working on updating the Tutorial Mission to include new game mechanics.

      [/*]
    • An old friend is preparing to join the Elite Sentinel pool.

      [/*]

    [ 2025-12-19 20:20:43 CET ] [Original Post]
    Into The Grid - Version 0.1.4 is now LIVE!

    Hello Runners!

    The new version 0.1.4 is now live with the following changes:

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/1d5d71e7d66f5bfc4e34fd09052efad6d0f9521b.png\"][/img]

    • Fixed a bug where awaiting animations to end were not respecting the time dilation caused by the game\'s animation speed settings.

      [/*]
    • Fixed tutorial highlight overlays not working properly on non-16:9 aspect ratio displays.

      [/*]
    • Fixed a bug that caused cards on the Player\'s deck to temporarily disappear.

      [/*]
    • Fixed how a Sentinel is considered bypassable, so Weblock and Stealth Driver can coexist without weird behaviours where a Weblocked enemy was considered a blocker.

      [/*]
    • Fixed the game not being able to boot if one or more save files are corrupted for some reason, even if they have backups that are also corrupted.

      [/*]
    • Fixed an issue that considered an Upgraded card not equal to the un-Upgraded version, making it possible to obtain multiple copies of Unique cards.

      [/*]
    • Fixed click spamming at the main menu and some buttons that had unpredictable consequences.

      [/*]
    • Fixed a bug where playing cards in rapid succession could lock the played cards in the middle of the screen.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/a2b535472b2e4a5f7c32bbc7b707241fd066aae7.png\"][/img]

    • Vickers and Maxilla now have new visuals.

      [/*]
    • Now, the Player cannot use Commands while a card is still being executed under certain circumstances.

      [/*]
    • Refactored a big part of the game\'s core systems to ensure stability, which also ties up a lot of the logs for better bug hunting without much noise.

      [/*]
    • The Player\'s hand is now locked when cards take a long time to resolve, such as Survival Of The Fittest.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/3a8f5fb5d7ad651947a078cc141c8213c74c8b97.png\"][/img]

    • Working on fixing a bug that makes Ghost Driver affect Protocol cards.

      [/*]
    • Working on fixing a bug that makes Fang Strike count as a \"Codeslash\" card.

      [/*]
    • Working on fixing a bug that makes using a Teleporter not work when the Grid is completely revealed.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/65fb49f7352f3f7236dc34d36cbac1e0e7baf1d1.png\"][/img]

    Were hard at work preparing a new patch for the start of the Winter Sale on December 18th. This update will include:

    • A full Grid and Combat rebalance to improve the flow and overall shorten the duration of runs.

      [/*]
    • Changes to address the prevalence of \"infinite builds/decks\".

      [/*]
    • More bug fixes!

      [/*]
    • A brand-new mechanic: Collapsing Clusters. When the Alarm Level rises, entire clusters will collapse, exhausting all Nodes within them. This makes backtracking riskier, but also helps control the number of available decisions at any given moment, improving the pacing of each run.

      [/*]

    Thank you all for your constant support!

    - The Flatline Team.

    [ 2025-12-11 20:48:56 CET ] [Original Post]
    The Wiki is LIVE!

    Hi Runners!

    [u]ITG WIKI IS LIVE![/u]

    We are firm believers that knowledge is power, so we are happy to bring you some raw power!

    Behold, the [u]Into The Grid Fandom Wiki![/u]

    https://into-the-grid.fandom.com/wiki/Into_The_Grid_Wiki

    Here you\'ll find details on every card, every Driver and many other game elements.

    You\'ll surely notice that some elements are not present.

    Keep in mind the Wiki is brand new, that we (hopefully as a community) will expand it and improvement as we keep playing and falling in love with this game of ours.

    Feel free to check it out and theorycraft new insane builds that would score a victory on Expert difficulty!

    [ 2025-12-04 18:29:34 CET ] [Original Post]
    Help us with your nomination for the Steam Awards!

    Hello Runners!

    Thank you all for the incredible support these past few weeks since Into The Grid launched in Early Access!

    Your response has been truly heartwarming! New reviews every day, a buzzing Discord full of hackers trading strategies and feedback its a dream come true for our team. We cant thank you enough!

    This year were eligible for the Steam Awards, and wed be honored to have your support once more, this time with a nomination for Outstanding Visual Style.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/557534227d9d64c7f5b7f36e1f54127eef3c5372.png\"][/img]

    From day one, we set out to create a strategy/card game that looks and feels unlike anything else. Every detail was crafted to give Into The Grid its signature style, atmosphere, and cyberpunk energy.

    If that vision resonates with you, wed be thrilled to have your nomination for Outstanding Visual Style!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/37516ae1048fca64243da9951b7c376c155d270e.png\"][/img]

    If you are willing to support us, please go to the Nominate Section at the top of this announcement (or on the Store Page).

    Please nominate us for: Outstanding Visual Style

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/d857f109ff917b7402d36a2c16d0882c49993905.png\"][/img]

    Every single vote fuels our passion to keep creating, updating, and perfecting the game.

    Whether it\'s a nomination or a review on the store page, we appreciate you being part of our community.

    Thank you for being with us. Let\'s make a splash at the Steam Awards together!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/017f1201dbd1b410988213c720b5d7739d84314c.png\"][/img]

    Before we wrap up, heres a little sneak peek straight from our artists desk: the first visual concepts for our third character: a femme fatale from The Guild faction, arriving in 2026.

    Get ready to tear through the Grid with top-tier luxury hardware, guns blazing, dripping in style and glamour.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4fcf4bca4c4e494263bb1ebad8a263b330654568.png\"][/img]

    - The Flatline Team

    [ 2025-11-26 11:56:26 CET ] [Original Post]
    Into The Grid - Patch 0.1.3 is now LIVE!

    0.1.3 is live with new balance changes!

    Here\'s a small balance patch as we continue to fine tune some of the existing game mechanics before bringing you everything we\'re currently working on.

    These balance changes are focused at addressing a lot of the feedback we\'ve been receiving from the start of the Early Access. Keep it coming! It helps us greatly to improve the experience.

    \nMany more changes are coming, aimed at improving the length and pacing of the longer runs and the not-so-hard-to-build infinite builds. Have fun with the degen looping while you can!

    We hope you enjoy the weekend running the Grid!

    [u]Here\'s the detailed breakdown for today\'s patch:[/u]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/1d5d71e7d66f5bfc4e34fd09052efad6d0f9521b.png\"][/img]

    • Fixed a bug in which Magnifier Driver Intel yield was being affected by Data Nodes Exploit bonus.

      [/*]
    • Fixed a bug in the Tutorial that was repeating the Skill explanation when entering and leaving the Commands screen before the final battle.

      [/*]
    • Fixed some enemy animations not working.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/d20c2628de447add1a57aacef99310df2c39cacf.png\"][/img]

    • Tuned down the overall difficulty of the Beginner Run.

      [/*]
    • Tuned down the damage of Jillete MK1, MK2, and MK3 across the board.

      [/*]
    • Tuned down the damage of Simon MK1\'s \"Twin Shot\".

      [/*]
    • Now Glitched Cards also deal 10 DMG to yourself after being played.

      [/*]
    • Ursa\'s Upgraded MEM BEACON now draws 3 cards instead of 2.

      [/*]
    • Ursa\'s THE PUNK\'S GIFT now costs 2 Clock instead of 1.

      [/*]
    • Ursa\'s Upgraded THE PUNK\'S GIFT\'s damage lowered from 30 to 20, but cost remains at 1 Clock.

      [/*]
    • Darwin\'s EXTRAPOLATE conditional damage increased from 80 to 100.

      [/*]
    • Darwin\'s Upgraded EXTRAPOLATE conditional damage increased from 120 to 140.

      [/*]
    • Now any effects that upgrade random cards at the start of combat can target cards in your initial Hand instead of only the Repo.

      [/*]
    • Prompt Driver is now a Core Keeper Driver instead of a Rare one.

      [/*]
    • Poppy Driver now gives Feral the first time you deal damage each turn instead of the first time you play an attack card each turn.

      [/*]
    • Transistor Driver now always generates 2 VIM per discard instead of the base VIM of the discarded card.

      [/*]
    • Magnifier Driver now gives 100 Intel per Rehash instead of 80.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/a2b535472b2e4a5f7c32bbc7b707241fd066aae7.png\"][/img]

    • Layer 3 Core Node is now visually further away (does not affect gameplay).

      [/*]
    • Added more information to the logs for better debugging.

      [/*]
    • Improved the tooltip for Augment mechanic to clarify it refreshes the Command.

      [/*]

    [ 2025-11-21 21:51:28 CET ] [Original Post]
    Into The Grid - Patch 0.1.2 is now LIVE!

    Hi, everyone!

    Here\'s our second patch, aimed at fixing some pesky bugs that blocked important fights in certain circumstances. We\'ve also fixed some visual errors and bugs that may have prevented you from admiring certain Sentinels in all their glory.

    Keep tuned for a balance patch that should be coming sooner rather than later.

    And, same as last time, if you haven\'t left a review yet, please consider doing so; it\'s very important for us and can make a world of difference in this early stage. \n

    [u]Here\'s the detailed breakdown for today\'s patch:[/u]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/1d5d71e7d66f5bfc4e34fd09052efad6d0f9521b.png\"][/img]

    • Fixed a bug that made the Final Core Keeper lock the fight when making it change phases through passive end-of-turn damage.

      [/*]
    • Fixed an error with Sentroid\'s and Final Core Keeper\'s model materials.

      [/*]
    • Fixed a visual bug with Malbork\'s Shield when destroying it.

      [/*]
    • Linux users may now choose between OpenGL and Vulkan as a way to reduce crashes due to Vulkan\'s instability.

      [/*]

    [ 2025-11-19 21:00:13 CET ] [Original Post]
    Into The Grid - Patch 0.1.1 is now LIVE!

    Our first patch is live!

    We\'d like to thank everyone who reported a bug or provided feedback.

    Thanks to you, we\'ve been able to prioritize game blocking bugs and some other changes that made it into this patch.

    Next week we\'ll be further organizing and planning for what\'s coming, so please stay tuned!

    If you haven\'t left a review yet, please consider doing so, it\'s very important for us and can make a world of difference in this early stage.

    [u]Here\'s the detailed breakdown for today\'s patch:[/u]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/1d5d71e7d66f5bfc4e34fd09052efad6d0f9521b.png\"][/img]

    • Fixed a bug in which Access Driver was blocking the game on certain Trace/Alarm scenarios.

      [/*]
    • Fixed a bug in which killing an ICE with a passive damage effect at the end of player\'s turn would break the game-state of the combat.

      [/*]
    • Darwin\'s Weblocks now respawn properly on Alarm spawned Sentinels after combat or map reload.

      [/*]
    • Darwin\'s Weblocks now clear themselves correctly when changing layers or rising Alarm levels.

      [/*]
    • Fixed Map contextual menu not being reset to the center of the screen when being used by Hunting Grounds on display aspect ratios that are not 16:9.

      [/*]
    • Fixed multiple visual glitches during layer transitions.

      [/*]
    • Fixed a bug that made possible to spam some Tools by clicking too fast.

      [/*]
    • Fixed a bug that was making Maxilla\'s Jaw Peripheral attack after the ICE instead of before.

      [/*]
    • Fixed a bug that was causing the Gates sound effects to be very loud.

      [/*]
    • Fixed a bug that was blocking the combat after a specific intent of Jilette MK2.

      [/*]
    • Fixed a bug that made Malbork\'s Self-Destruct not deal the correct amount of damage in the Beginner Run.

      [/*]
    • Fixed a bug that made Blindfold Driver counter not work as intended if activated after a Core Keeper fight.

      [/*]
    • Fixed a bug that was making Apex Arachnoid decompile, when it shouldn\'t.

      [/*]
    • Fixed a bug that made upgraded Darwin\'s Evolution Theory card to not count the conditional scripts correctly.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/a2b535472b2e4a5f7c32bbc7b707241fd066aae7.png\"][/img]

    • New Skill Icons!

      [/*]
    • Now there\'s a direct link to the Roadmap in the main menu.

      [/*]
    • Adjusted volume of several sounds.

      [/*]
    • Player Speed setting now affects the player actions in the Map.

      [/*]
    • \"Gameplay\" and \"General\" settings are now together in the same category for easier access to game speed settings.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/d20c2628de447add1a57aacef99310df2c39cacf.png\"][/img]

    • Rebalanced Ursa\'s \"Mem Beacon\" card.

      [/*]
    • Rebalanced Darwin\'s \"Peak Performance\" card.

      [/*]
    • Increased Layer 3 Ultimate Core Keeper damage across the board.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/3a8f5fb5d7ad651947a078cc141c8213c74c8b97.png\"][/img]

    • Highlight boxes during the Tutorial are misaligned on aspect ratios that are not 16:9.

      [/*]

    [ 2025-11-14 17:03:49 CET ] [Original Post]
    Into The Grid - Early Access Roadmap

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/e7358c52585c406670c2d19b2e075468bb5a4c37.png\"][/img]

    [ 2025-11-14 10:46:41 CET ] [Original Post]
    Early Access OUT NOW!!!

    Hello there, Runners!

    The time has come, Into The Grid Early Access is now live!

    [dynamiclink href=\"https://store.steampowered.com/app/2576200/Into_The_Grid/\"][/dynamiclink]

    The question is, what are you doing reading this? Go an play some runs!

    [u]If you have any questions:[/u]

    We hope to see you all in the Grid!

    - The Flatline Team

    [ 2025-11-14 10:28:47 CET ] [Original Post]
    Early Access Launch Hour, Price & Bundles Information!

    Hello there, Runners!

    We hope you finished dusting off your hacking consoles and getting your trodes and brain-machine synaptics peripherals configured, becuase we are very very close to dive Into The Grid!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/f041fd53cc0ba1a566fdc021073dfdbc2903719f.png\"][/img]

    Due to an issue in Steam\'s backend configuration you may see a box in our page that says \"Game will unlock in X hours\" that it\'s not representing the real time of launch.

    [u]The confirmed release hour for Into The Grid in different time zones is as follows:[/u]

    [table equalcells=\"1\" colwidth=\"250,258\"][th colwidth=\"250\"]

    Timezone

    [/th][th colwidth=\"258\"]

    Date/Time

    [/th][td colwidth=\"250\"]

    PST (United States)

    [/td][td colwidth=\"258\"]

    10:00AM, Monday, November 10

    [/td][td colwidth=\"250\"]

    CST (United States)

    [/td][td colwidth=\"258\"]

    12:00PM, Monday, November 10

    [/td][td colwidth=\"250\"]

    EST (United States)

    [/td][td colwidth=\"258\"]

    1:00PM, Monday, November 10

    [/td][td colwidth=\"250\"]

    Argentina / Brazil

    [/td][td colwidth=\"258\"]

    3:00PM, Monday, November 10

    [/td][th colwidth=\"250\"]

    [u]UTC[/u]

    [/th][th colwidth=\"258\"]

    [u]6:00PM, Monday, November 10[/u]

    [/th][td colwidth=\"250\"]

    CET (Central Europe)

    [/td][td colwidth=\"258\"]

    7:00PM, Monday, November 10

    [/td][td colwidth=\"250\"]

    MSK (Russia)

    [/td][td colwidth=\"258\"]

    9:00PM, Monday, November 10

    [/td][td colwidth=\"250\"]

    CST (China) / HKT (Hong Kong)

    [/td][td colwidth=\"258\"]

    2:00AM, Tuesday, November 11

    [/td][td colwidth=\"250\"]

    JST (Japan) / KST (Korea)

    [/td][td colwidth=\"258\"]

    3:00AM, Tuesday, November 11

    [/td][/table]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/1ecefc2e332fbc3f1b7c46d0095eb58935b7cb4c.png\"][/img]

    Right before we press the holy \"green button\" to release the game, we will be premiering a new trailer and would love to have you all there!

    You can click the \"Notify me\" button in the video here

    [dynamiclink href=\"https://www.youtube.com/watch?v=wLyXH29dXAk\"][/dynamiclink]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/93f2d829def80534f1ad598ac636737c168aee4d.png\"][/img]

    [u]Into The Grid will release at 14.99USD/, with regional pricing around the world and a week-long 10% Launch Discount![/u]

    Also, we will be celebrating the launch with a bunch of amazing bundles with some of the best indie games our there!

    Bundle links will only works after the game is released

    [u]Into The Grid + Die In The Dungeon[/u]

    View Bundle In Store

    [u]Into The Grid + Luck Be A Landord[/u]

    View Bundle In Store

    [u]Into The Grid + Dungeons & Degenerate Gamblers[/u]

    View Bundle In Store

    [u]Into The Grid + Nova Drift[/u]

    View Bundle In Store

    [u]Into The Grid + Gnomes[/u]

    View Bundle In Store

    [u]Into The Grid + Gods vs Horrors[/u]

    View Bundle In Store

    [u]Into The Grid + Clutchtime[/u]

    View Bundle In Store

    And more!

    Looking forward to seeing you all in the Grid!

    - The Flatline Team

    [ 2025-11-09 12:26:14 CET ] [Original Post]
    About Steam Deck compatibility, present and future support.

    Hi everyone!

    In this post, well go over the current state of Into The Grids performance on the Steam Deck, as well as our future plans for it.

    Disclaimer: The game is frequently tested on a Steam Deck LCD model.

    [hr][/hr]

    Current state of the game on Steam Deck

    • Fully playable from beginning to end.

      [/*]
    • Runs at high FPS, with several settings you can tweak to adapt the experience.

      [/*]
    • Some text can be too small to read comfortably.

      [/*]
    • Doesnt have native controller support yet, but includes a default configuration created by the team (detailed below).

      [/*]
    [hr][/hr]

    Default controller configuration

    The team put together a configuration that makes the game fully playable using the Steam Deck controls. It works as follows:

    • Left trackpad: Control the cursor with precision.

      [/*]
    • A button: Acts as left-click to interact.

      [/*]
    • B button: Acts as right-click to cancel interactions.

      [/*]
    • Y button: Acts as Esc key to quickly access the game menu.

      [/*]
    • Left joystick: Pan the camera in map view.

      [/*]
    • L1 & R1: Zoom in/out in map view.

      [/*]
    • Right joystick: Scroll in deck view (requires the cursor to be in the deck area).

      [/*]
    [hr][/hr]

    Plans for the future

    During Early Access, we plan to implement several improvements as we move toward achieving Steam Deck Verified status. These include:

    • Full controller support.

      [/*]
    • Adjusted UI for better readability on smaller screens.

      [/*]
    • A graphical settings preset to easily balance visuals and performance.

      [/*]

    We cant confirm exactly when these updates will arrive, but theyre part of our active roadmap.

    [hr][/hr]

    Closing thoughts

    As a team, we understand the relevance and impact the Steam Deck is having in the gaming industry. Many of us enjoy using this little powerhouse, and some even use it as our primary gaming device, so rest assured, it will always remain on our radar.

    That said, were always looking forward to your feedback on how we can improve the experience, so feel free to share your thoughts.

    The Flatline Team

    [ 2025-11-08 14:28:54 CET ] [Original Post]
    Into The Grid Early Access Launches on November 10!

    Hello everyone!

    We are extremely hyped to announce that Into The Grid will launch on [u]Early Access on November 10![/u]

    This milestone marks a historical moment for our team, which has been passionately working on this through blood, sweat and tears for the past three years. We can\'t really express how excited we are of reaching this moment and starting a new chapter where all of you can take part!

    Our main goal for launching on Ealy Access is to develop the rest of the game in constant interaction with the players, with you all. We believe feedback, extensive testing and frequent experimentation and iteration is paramount to achieve the vision we have for this game and we wouldn\'t be able do that without a community walking this path alongside us.

    [u]We would love to invite you all to join us in this new phase that starts next month![/u]

    To celebrate this moment, enjoy our new trailer and keep reading for more details:

    [dynamiclink href=\"https://www.youtube.com/watch?v=rmxxDLfNUzc\"][/dynamiclink]

    What to expect on Launch Day

    On launch day you will find:

    • 2 fully playable characters, each one with it\'s own cards, Commands, map skills and Drivers.

      [/*]
    • A variety of difficulty levels.

      [/*]
    • A roster of 10+ unique enemies, each one with 3 tiers that grow in complexity as the run progresses.

      [/*]
    • A layered Grid that gets you deeper into the corporate server as you explore and defeat regular and elite enemies, layer bosses and, only if you are good enough, a jaw dropping final boss.

      [/*]

    This content by itself will bring you tons of hours of frantic hacking but, of course, it\'s not all!

    What to expect during Early Access

    As mentioned before, interacting with the community and providing new content will be pillars of our Early Access period. In that regard, we will be releasing frequent updates, split in two big groups:

    Regular updates

    • New enemies

      [/*]
    • New Drivers

      [/*]
    • New Skins for each Corporation

      [/*]
    • Balance & mechanical adjustments

      [/*]
    • Bugfixes

      [/*]

    Major updates

    • 2 more characters, including their own mechanics, cards, Drivers, Commands and archetypes

      [/*]
    • Progression System

      [/*]
    • Events System

      [/*]
    • Missions System

      [/*]
    • Lore & Narrative

      [/*]

    These are not in release order, but includes the full scope of what we envision for the game.

    As new systems are added to the game through the Major Updates, the content for those will become part of the Regular Updates so, for example, once the Events System is implemented with the initial events, new ones will start to be added frequently afterwards.

    Thank you!

    Not much more to say other than to thank you all for being part of our lives and let us be part of yours through this game, we are looking forward to see you all on launch day!

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/a85cb9d232b842a49fa1c12a6c86169e2e45397a.png\"][/img]

    [ 2025-10-09 14:35:08 CET ] [Original Post]
    Development Updates - September 2025

    Hello there!

    As we near our Early Access launch, well start posting development updates more often. Heres the September edition with everything you need to know!

    This update covers:

    • Content for the Early Access release day

      [list]
    • Layered Grid

      [/*]
    • Characters

      [/*]
    • Map skills

      [/*]
    • New enemies

      [/*]
    [/*]
  • Early Access release window

    [/*]
  • [/list][p align=\"start\"]Lets dive in![/p]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    Layered Grid

    Weve revisited an early design concept and turned the Grid into a layered maze that takes you deeper toward the Core Node.

    The design goals behind this decision:

    • Manageable size: Aim for roughly 40minutes of playtime per layer.

      [/*]
    • Clear checkpoints: Jumping from one layer to the next provides a natural pause point where you can rest, rethink strategies, and prepare for the next stage.

      [/*]
    • Independent Power-Complexity scaling: Enemies are distributed by MK version, so the deeper you go into the Grid (wink wink), the more complex they become. The Alarm system simultaneously boosts their strength. In short, enemies scale in power within a layer and in complexity across layers, creating a smoother difficulty curve.

      [/*]
    • Better Node distribution: Spawn rules are independent per layer, letting the run flow naturally from early to mid to lategame. You wont need a Healing Node ten minutes into the first layer, right? RIGHT?!

      [/*]
    • More immersion: The layered system reinforces the feeling of descending deeper into a server, raising the stakes and the sense of risk.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    Characters

    Early Access launches with two playable characters, each with a unique card pool, map skills, Commands, and Drivers that support distinct playstyles.

    Ursa, the Stray Dog

    Ursa is the character featured in the demo. Her mechanics revolve around the Feral and Grit keywords. If you havent tried the demo yet, nows the perfect time!

    Darwin, the Maker

    Darwin introduces new mechanics via his Assist and Script cards, on discard effects, and the Augment keyword. He wields twice as many Commands as Ursa and has his own set of Drivers that synergize with his archetypes. Well explore Darwins mechanics in depth in an upcoming article in a few weeks.

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/e2685a2e9f4f05e200b6c2ec4c5306cc5d36fe12.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/65fccecf7a9e97722db83c1e0999be684aa6e4bb.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/e0bc6f2efc233829ae06f60f5c1af32633ae8a58.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/2a076daa3533fc430e5e4948b1b19a2146a62752.jpg\"][/img][/carousel]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    Map Skills

    Each character receives three skills usable during Grid exploration.

    • Ursa

      [list]
    • Hunting Grounds: Grants a bonus to Feral, Grit, or VIM for all combats in a single Cluster.

      [/*]
    • Moon Veil: Reduces by 1 the Trace generated when interacting with Nodes in a single Cluster.

      [/*]
    • Blink: Allows Ursa to target any revealed tile in the Grid and teleport there.

      \n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/aacb3aef768fcb355533ea7061ebf0154312b7c4.gif\"][/img]

      [/*]
    [/*][/list][p align=\"start\"]Well reveal Darwins skill set in the forthcoming article.[/p]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    New Enemies

    The layered Grid brings fresh foes:

    • Layer bosses: Defeat one to advance to the next layer.

      [/*]
    • Core-keeper: A brandnew, superbadass final boss protecting the Core Node.

      [/*]
    • Additional enemies: Several new enemy types, each with three MK tiers, will appear at launch. Our roadmap includes many more enemies that will be added throughout Early Access.

      [/*]

    [carousel][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/18e25983ce071abf1023133913b8b26087779caa.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/ec87e0d6951a7fac75703f71041b7907ee3c1203.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/5534e667585b3028667997b1910b047a4e3147e5.jpg\"][/img][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/01f5becdefa1157a254eb9abe1c2cd6aaac95572.gif\"][/img][/carousel]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    Early Access Release

    The team is working nonstop to implement and test these features. We plan to launch Early Access in early November. The exact date will be announced in October as we get closer.

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    What\'s Next?

    • In a few weeks: An article detailing Darwins cards, Commands, mechanics, and possibly some lore.

      [/*]
    • Later: A broader piece covering the full Early Access scope, including additional characters, passive/meta progression, Events System, Mission System, Agenda System, and Narrative Campaigns.

      [/*]

    Remember you can join our Discord to chat with the team and other fellow hackers!

    [p align=\"start\"][/p][p align=\"start\"]Thanks for being part of this journey![/p][p align=\"start\"]The Flatline Team[/p]

    [ 2025-09-09 16:19:27 CET ] [Original Post]
    New Demo Version 2.0.10 is LIVE!

    Hi everyone!

    [u]We just released a new demo version 2.0.10![/u]

    • Streamlined the tutorial: shortened it and changed the order of some sections.

      [/*]
    • New difficulty level \"BEGINNER RUN\": smaller Grid, Core Node revealed from the beginning, tuned-down enemies.

      [/*]
    • Adjusted difficulty of the \"EXPERT RUN\": big Grid, hidden Core, enemies rebalanced, still hard!

      [/*]
    • Several cards rebalances and fixes.

      [/*]
    • Several localization fixes for Asian languages.

      [/*]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/02e51ec91ad312302f621008ba1a922d8f17b384.gif\"][/img]

    [img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44751808/4f12c1655003ec6639be94d4ee78caef54f6fef0.png\"][/img]

    The team is now fully focused on the development of the new features for the Early Access release so stay tuned to learn more in the upcoming weeks!

    Once again, thank you from the bottom of our hearts for the support, it means the world to us!

    Remember that you can leave a review of the Demo directly on the Demo Page.

    https://store.steampowered.com/app/3132890/Into_The_Grid_Demo/\"" style="color:#bb86fc;text-decoration:none;">https://store.steampowered.com/app/3132890/Into_The_Grid_Demo/

    Much love, The Flatline Team.

    [ 2025-08-01 21:21:33 CET ] [Original Post]
    Demo Version 2.0.8 is LIVE!

    NOTE: You need to abandon your current run and start a new one to avoid potential errors with the new version.

    In this patch we are addressing some important issues affecting Chinese players and errors in the tutorial

    [u]2.0.8 Patch Notes:[/u]

    - INFORMATION OVERLORD BUG: Fixed this bug that was blocking combats versus the Sentroid MK2 and MK3 on Simplified Chinese language.

    - Fixed a bug that sometimes blocked the Tutorial when opening the Recycler.

    - Fixed a bug in which the targeting of the Intel Node could be cancelled in the Tutorial, blocking it.

    - Fixed a bug that was showing Decompile on Alpha Codeslash when it should not.

    - Fixed a bug with the Core Keeper peripheral's statuses.

    - Fixed a bug where Blue Driver wasnt triggering correctly.

    - Fixed a bug in which sometimes a Sentinel would drop double rewards.

    - Fixed a bug in which Console Rebooter wasn't updating Command usable status.

    - Fixed a bug in which Protocol Cards already owned could be offered to the player.

    - Fixed some animations of Sentroid Sentinel.

    - Improved sentinel placement on the Grid.

    - Rebalanced some enemies.

    - Rebalanced some cards.

    [ 2025-06-11 15:08:13 CET ] [Original Post]
    Demo Version 2.0.5 for Next Fest is LIVE!

    NOTE: You need to abandon your current run and start a new one to avoid potential errors with the new version.

    [h3]
    With Next Fest comes a new patch![/h3]

    [u]2.0.5 Patch Notes:[/u]

    • The Grid is now smaller.

      [/*]
    • Nodes and Watchers distribution has been rebalanced.

      [/*]
    • Sentinels have been rebalanced.

      [/*]
    • Now Sentinels have a small chance to drop Tools.

      [/*]
    • Fixed various pathing issues.

      [/*]
    • Fixed and adjusted some enemies VFX.

      [/*]

    [ 2025-06-09 17:23:45 CET ] [Original Post]
    Demo Version 2.0.3 is LIVE!

    NOTE: You need to abandon your current run and start a new one to avoid potential errors with the new version.

    [u]Fixes:[/u]

    • Fixed a bug with Chinese localizations that was generating blocks.

      [/*]
    • Fixed a bug that generated freezes in Mac. Welcome back Mac friends!

      [/*]
    • Fixed a bug with effects that reduced the Clock cost of cards, making them to go negative sometimes.

      [/*]
    • Adjusted camera panning speed with WASD keys.

      [/*]
    • Fixed a bug where Watcher costs were being added twice.

      [/*]
    • Fixed a bug where the tutorial sometimes started from an incorrect step.

      [/*]
    • Fixed a bug where some deactivated elements got highlighted anyway.

      [/*]
    • Adjusted position of the Tutorial box in Combat.

      [/*]
    • Fixed some visual problems with Japanese card texts (a few errors may still be present and will be fixed soon).

      [/*]

    [u]Features:[/u]

    • Cards can be played by targeting the enemy model!

      [/*]
    • Now there's a way to reveal the Core Node, but we won't spoil it

      [/*]
    • Now enemies scale properly after Alarm Level 7.

      [/*]
    • Driver rewards are now skippable.

      [/*]
    • Grid borders are now noticeable when zooming out.

      [/*]
    • Recycler won't count Decompiled cards anymore.

      [/*]
    • Recycler now shows cards in alphabetical order, except for Decompiled cards that are shown at the end.

      [/*]
    • New post processing effects were added to improve the overall visuals.

      [/*]
    • Added new animation when Ursa interacts with Nodes.

      [/*]
    • Added new animations when the player gets hit in combat.

      [/*]
    • Added a step in the combat tutorial that teaches how to target enemies properly.

      [/*]
    • Added missing UI localizations in Simplified and Traditional Chinese.

      [/*]
    • Removed the Watcher description box from Nodes that are not affected by a Watcher anymore.

      [/*]
    • Visual and performance upgrade to tooltips.

      [/*]
    • Continued to incrementally improve the sound, art, effects and environments.

      [/*]

    [ 2025-06-07 23:49:13 CET ] [Original Post]
    Demo Version 2.0.1 is LIVE!

    NOTE: You may need to exit your current run and start a new one to avoid potential inconsistencies with the new version.

    [u]Fixes:[/u]

    [h4]Cards & Commands:[/h4]
    • Fixed upgraded DATA DRAIN.
    • Fixed upgraded MEM BEACON.
    • Fixed MOONLIGHT description having no numbers.
    [h4]Map:[/h4]
    • Fixed some pathfinding bugs.
    • Fixed a bug where Gates sounds triggered twice.
    • Fixed a bug where Node icons appeared duplicated after using a SCOUT PROBE and then entering the Cluster.
    • Fixed a bug where the Library exploit buff was not being saved after exiting the game.
    • Fixed GATEBREAKER tooltip.
    [h4]Combat:[/h4]
    • Fixed some bugs with Peripherals not respawning correctly.
    • Untargeteable enemies are now... Untargeteable.
    • Peripherals do not transfer damage received to the main body anymore.
    • Returning to a combat after using "Save & Quit" will properly restore the game state to the beginning of the combat.
    • Fixed a bug where sometimes the cursor went invisible during combat.
    • Fixed bugs regarding erratic mouse and targeting behaviors.
    • Fixed a bug where the targeting got stuck in the transition from combat to battle and generated a soft-lock when entering a new combat.
    • Fixed a bug where the player can interact with the UI after killing the enemy.

    [u]Features:[/u]

    • Added Critical Commands: ECHO and EXECUTE.
    • Icons added to Gates.
    • Lightning was adjusted in all combat scenarios.
    • Added new SFX & VFX and improved some of the current ones.

    [u]Balance:[/u]

    RECUR Command does not work on decompile cards.

    [ 2025-06-04 18:35:38 CET ] [Original Post]
    Anticipated-access to Next Fest Demo starts today!

    Game Description Image
    Hello everyone!

    We are euphoric to announce that after months of blood, sweat and tears (literally all of those!), [u]our new demo is here![/u]

    It will be taking part of the Next Fest starting on June 9 and during this week, we will be following your comments and feedback closely as we polish rough edges, fix minor bugs and keep adding vfx, sfx and content.

    Now more than ever, your feedback is crucial!

    Leave us your message in the Steam Forums , or join our Discord and chat with us live!

    [ 2025-06-02 22:17:33 CET ] [Original Post]
    Brazilian Portuguese localization available now!

    Hello there!

    Were thrilled to announce that an update to the current Into The Grid demo is now livenow with full support for Brazilian Portuguese!

    This exciting update arrives just in time to celebrate the start of BIG Festival / Gamescom Latam in So Paulo!

    Were incredibly honored that Into The Grid has been selected as one of just 20 games featured in the World Panorama exhibition at the event.
    Game Description Image

    As always, wed love to hear your thoughts, your feedback means the world to us.

    And stay tuned, theres more exciting news coming your way very soon!

    [ 2025-04-30 13:33:06 CET ] [Original Post]
    Upcoming events, new demo & localization updates!

    Hello everyone!

    Time to share some news before the big demo update coming in late May!

    First of all, the Strategems Fest is happening right now, featuring some amazing strategy gamesincluding our friends developing Northwind!

    Take a moment to check out their demo. Theyre doing some really interesting things, like avoiding defense cards altogether and using a clever system for gaining mana/energy. It's worth a shottrust me!
    https://store.steampowered.com/app/1476400/Northwind/

    Now the news!

    [u]Upcoming festivals![/u]


    Were super thrilled to have a cool line-up of festivals coming up to boost the visibility of Into The Grid!
    • Gamescom Latam World Panorama Starting April 30.
    • Indie Assemble Starting May 5.
    • Best Indie Games Summer Showcase Starting June 3.
    • Turn-based Festival Starting June 5.
    • Steam Next Fest Starting June 9.
    Hopefully, a few more will get confirmed along the way!

    [u]New Localizations coming up![/u]


    In preparation for Gamescom Latam (which takes place in Brazil), well be releasing a demo update with Brazilian Portuguese language support! :)

    Right after Gamescom, well also be adding Traditional Chinese and Japanese!

    And with the NEW demo launching in late May, well also add Korean!

    [u]Work towards the new Demo[/u]


    The team is working non-stop (quite literally!) to get the new demo ready in time for Next Fest. As we mentioned before, this update will be MASSIVEthe most ambitious thing weve built to date.
    • Map going full 3D and several times bigger.
    • New in-game shop.
    • New node types.
    • Card upgrading.
    • New cards.
    • New enemy models & abilities.
    • Introduction of the "Enemy Peripherals".
    • Introduction of "Map Skills".
    • New combat scenarios and camera effects.
    • Updated UI.

    Find below some very raw work-in-progress sneak peeksjust for your eyes ;) Be advised: lots of visual effects are missing, and some elements are placeholders!

    Accessing the shop Game Description Image

    Using "Enhancers" to reroll shop content Game Description Image

    Spidertank new model & animation Game Description Image

    And thats all for nowIm saving a few more goodies for later.

    See you around!

    [ 2025-04-22 08:07:36 CET ] [Original Post]
    Into The Grid is part of the Earth Appreciation Festival!

    Hello everyone!

    Were excited to kick off the [u]Earth Appreciation Festival[/u]! Alongside our fellow deckbuilder devs working on Northwind, were supporting each other through our upcoming events.

    To celebrate, weve put together a special showcase video with never-before-seen behind-the-scenes footage from our upcoming demo update! Check it out:


    Don't miss the full showcase on the festival page !

    Speaking of deckbuilders made with love, why don't you give Northwind's demo a try?
    https://store.steampowered.com/app/1476400/Northwind/?utm_source=itgannouncement
    Lets keep supporting deckbuildersthe more, the merrier!

    See you soon with more exciting updates!

    The Flatline Team

    [ 2025-04-01 17:06:56 CET ] [Original Post]
    ITG Demo v1.1.6 - UI and Visual Improvements

    Game Description Image


    Hello Runners!

    We're thrilled to update the Demo once again, this time with some visual improvements.

    Aside from the Patch, we want to thank again to all the players that are trying the Demo, leaving reviews and creating content. We have hit 30 positive reviews out of 30 total, a 100% Positive ratio!

    The constant positive feedback we are getting from you all is motivating us every step of the way, as we continue the development efforts towards the Early Access Release next year.

    We will also keep updating the Demo with tweaks, fixes and aesthetic improvements (both visual and sound).

    Game Description Image

    ITG DEMO v1.1.6 - PATCH NOTES



  • New widget for Passive Directives!
    Game Description Image

  • Reworked the Subroutines widget to be easier to read and to show the Action Name.
    Game Description Image

  • Solved a Unity upscaling issue with Card Art that was creating some pixelated artifacts on them.
    Now they look way smoother! We also updated the art of some cards. Make some runs to discover them!
    Game Description Image

  • Added new steps and highlights to the Tutorial, to make the use of the Icebreaker on the Watcher easier to understand.

  • Tweaked some Battle Tutorial texts to be more effective.
  • [ 2024-12-03 17:34:44 CET ] [Original Post]
    ITG Demo v1.1.3 - Patch Notes | Simplified Chinese Localization

    Game Description Image

    Hello everyone!

    First of all, we want to express our heartfelt gratitude to everyone who has tried out our demo and those who created content around it. Your support and enthusiasm mean the world to us!

    We're incredibly proud of what we've achieved with this demo. Seeing players dive in, explore every detail, and share their experiences has been truly rewarding. Your feedback has been invaluable, and the excitement reflected in your positive reviews motivates us to keep pushing forward.

    China WePlay Expo :china:


    Along with this patch, we're excited to announce our participation in the China WePlay Expo this weekend! This marks a major step in bringing our game to the passionate Chinese fans of the genre.

    To celebrate and prepare for this milestone, we've included full Simplified Chinese localization in this update, ensuring a seamless experience for our growing community.
    Game Description Image

    Thanks again to everyone for being part of this journey with us. Now, let's dive into the details!

    Game Description Image

    ITG DEMO v1.1.3 - PATCH NOTES


    Localization and New Content

    • Complete Simplified Chinese localization :china:
    • Added localization for all enemy names in both Spanish and Chinese.
    • New enemy model for Datasucker/Datalich.

    Balance Changes

    • Baribal's Practice Grid has been rebalanced to be easier.
    • Grind Server has been rebalanced to be harder than the rebalanced Bariba'sl Practice Grid.
    • Tutorial enemies now have less HP to make the experience more agile and concise.
    • Datalich now performs the "Charge a powerful attack" subroutine before making his ultimate attack.
    • Some minor enemy subroutines tweaks and fixes.

    UI and System Improvements


    [list]
  • Cards with Conditional Effects now have animation and highlight in hand when the condition is met.
  • Fixed a bug that was disabling lights on combat, now every ICE should look as cool as we designed them to be!
  • Added Tooltips to Command Selection Screen.
  • Added Tooltips to Glitch Selection Screen.
  • Added some missing Tooltips for Statuses.
  • Corrected Ping-U Protocol status color.
  • Added a bit of cooldown to some SFXs to smooth their stacking.
  • Fixed a bug in which Gates' tooltip would not readjust to the top of the screen.
  • The game now creates a backup of your save file; if it gets corrupted, it will roll back to the previous version.
  • [ 2024-11-15 20:46:59 CET ] [Original Post]
    Demo is OUT NOW!

    Game Description Image

    [h5]Hello Runners!

    The moment has arrived, Into The Grid's Demo is now LIVE!

    What can you do now?[/h5]

    • Go play the Demo!
    • Leave us a honest review.
    • Leave us feedback on the Steam Forums (link inside the game)
    • Pass by our Discord Server, say hi and share your thoughts.
    • Go tell your favorite streamer / content creator.
    • Tell your friends, family, lovers and everyone!

    [h5]We hope you enjoy is as much as we enjoyed developing it![/h5]

    See you all in The Grid!

    [ 2024-11-11 23:58:14 CET ] [Original Post]
    Development Updates - Playtest Edition! (November 2024)

    Game Description Image

    [h5]Hello Runners, its time for another Development Update!

    In this edition, we are covering our findings from the last Playtest Round and the decisions we make for the upcoming Demo.

    Lets jump into it, shall we?[/h5]
    Game Description Image

    [h5]First of all, we want to thank everyone who participated in this test round; from the bottom of our hearts, THANKS!

    The feedback you provided was paramount to guide our next efforts and prioritize whats best for the game and its upcoming Demo.

    [u]Here are some stats[/u]

    • 1,000+ players in 1 week.
    • Almost 200 daily active players avg.
    • 80+ Feedback Surveys submitted in 2 days.
    • 5 live moderated sessions in 3 days.
    • 500+ new Wishlists.
    [u]And some of the survey results[/u]
    • Overall experience rating: above 4 stars (out of 5).
    • 93% of the respondents have played a Roguelike Deckbuilder before.
    • 58% said they did it a lot.
    • 88% of the respondents agreed that the current state of the game makes them excited about whats to come, and they should!
    [/h5]
    Game Description Image

    [h5]A lot of things! We analyzed the feedback from all sources (interviews, surveys, Steam forums, and Discord) and ordered them by how often they were mentioned and the impact they have on gameplay.

    We mainly noticed that the improvement opportunities are located in three places: The Trace system, the tutorial, and the game balance. All these are intertwined, as the game is both difficult and complex but also was unbalanced and incorrectly explained.

    On a brighter note, we learned that the new mechanics we are introducing (the VIM/Commands System, the Node Map, the Trace system, and the complex enemies with varied effects) are appealing and engaging, and people enjoyed them a lot!

    So, with all that in mind, we started to work on the changes for the upcoming demo.[/h5]
    Game Description Image

    [h5]We went back to the drawing board, made some decisions, and started executing them. At this point, we can share the following information:
    • The Demo release date has been moved one week to November 11.
    • The Demo will include a brand new Tutorial, separated from the storyline.
    • The Demo will include a Storyline with an intro before jumping Into The Grid (see what I did there?).
      Game Description Image
    • Most cards will be rebalanced to make a more clear differentiation between the initial cards (which are supposed to be kinda weak) and the reward cards you obtain during the run.
    • Card drop rates will be adjusted to showcase more card variety (we have over 80 cards!)
    • New Node types will be introduced, including one that allows removing cards from the deck!
    • The Trace System will be adjusted, as well as how some of the Watcher ICE works.
    • Visual/Animation improvements will be added to the Node Map to make more clear where Clusters begin and end and what things are affecting them.
    These are just adjustments done based on our learning from the playtest. On top of that you can expect: more SFX, more VFX, more enemies (models and abilities), more Commands, more of everything!

    And, of course, the plan is to keep expanding the demo frequently with more content and new mechanics that are already designed but not yet implemented.[/h5]Game Description Image
    [h5]And thats all for now! We are eager to show you all the cool stuff we are working on and for you to take another dive Into The Grid![/h5]

    [ 2024-11-01 15:30:43 CET ] [Original Post]
    Last chance to join the Playtest Weekend!

    In around 5 hours from this post we will close the Feedback Survey.

    [h5] You will still be able to play for a few more days, and discuss in our Discord Server or here in the Steam Forums [/h5]

    [h5] We are amazed by the participation and already went through over 70 surveys, and we keep getting a new one every few minutes!

    At this point, we have a very clear understanding of the next steps leading towards the demo launch.

    In the upcoming days we will share some of the insights we found from this process for those of you which are curious.

    On behalf of the entire Flatline team, our most sincerely THANK YOU![/h5]

    [ 2024-10-27 12:51:29 CET ] [Original Post]
    New Playtest and Demo release date confirmed!

    Game Description Image

    [h5]Hello Runners!

    It's time for another development update! Without further ado, lets dive in![/h5]
    Game Description Image

    [h5]Our next playtest round is right around the corner, and it's going to be the biggest to date, both in terms of content and players.

    The playtest will include brand new map exploration mechanics along with many visual and mechanical redesignsit's the full loop!

    [u]It will run from Friday, October 25, through Sunday, October 27that's the upcoming weekend![/u]
    Don't miss the chance to be part of it!
    Complete this form to apply for the live sessions with the team and get rewarded with a game key, or use the "Join the Playtest" button on our page to be part of the general round and play at your own pace.[/h5]
    Game Description Image
    Game Description Image

    [h5]Right after the playtest round is over, we will return to coding furiously to implement improvements gathered from your feedback.

    We will fix bugs and add any animations, sounds, and visual effects that may be missing in order to get that build polished and ready to be released as our first public demo!
    We expect that to happen on Monday, November 4!
    We will continue updating the demo with new content and features until we reach the Early Access release.

    You can take a look at what the demo will include on our Demo Page:[/h5]
    https://store.steampowered.com/app/3132890/Into_The_Grid_Demo/

    We hope to see you all on that important date to celebrate this huge milestone with us!

    [ 2024-10-22 09:53:51 CET ] [Original Post]
    EVA Play 2024

    [h5]Hi Runners!

    Event season is just kicking in for Into The Grid, and the first is a very very special one!

    [u]We have been selected to be part of the 2024 edition of EVA Play, the biggest gaming event in Argentina, happening in our hometown of Buenos Aires.[/u]

    We are also super proud of being nominated for the Best Design Award!
    Game Description Image

    Come join us in our first in-person event ever and be among the first to try a [u]pre-Demo version[/u] of Into The Grid!

    See you all there!

    [/h5]

    [ 2024-10-21 12:31:17 CET ] [Original Post]
    Development Updates - June 2024

    Game Description Image

    [h5]Hello Runners!

    Its been some time since our last update and a lot has happened. Let's take a moment to review the news.

    Lets go![/h5]
    Game Description Image

    [h5]Based on our latest estimations, we adjusted some of our date ranges. The most relevant points are:

    • New playtests happening around September.
    • The demo releasing between October and November.
    • The Early Access launch happening in Q1 2025, after Februarys Steam Next Fest.
    Game Description Image

    1Playtest Round: UI Redesign (Sep)*
    2Playtest Round: Map Exploration (Sep)*
    3Demo Launch (Oct-Nov)
    4Steam Next Fest (Feb 2025)
    5Early Access Release (Feb-Mar 2025)
    62nd Character Release: The Maker (TBD)[/h5]

    Events 1 & 2 may occur simultaneously or separately; this is yet to be determined.
    Game Description Image

    [h5]This years Latin American Games Showcase was part of the Summer Game Fests official schedule. It was the biggest edition to date, co-broadcasted, and covered by all the main gaming media outlets.

    We premiered our latest trailer during the show with a 2-minute deep-dive segment. This brought the game a ton of attention, and we saw a fantastic boost in our wishlist count, which injected us with renewed energy!

    You can see the segment below [/h5]

    Game Description Image

    [h5]As part of our work for the new trailer, we also decided to update our main game art. We believe the new image aligns better with how the game will look in its new iteration once we release the UI redesign update. Considering the full game will have 5 distinct characters, we decided to create a yet-undefined character for the main art instead of tying it to Ursa, our first character.

    Below you can see part of the process of creating the new capsule, done by our extremely talented artist Joi.[/h5]
    Game Description Image
    Game Description Image
    Game Description Image

    [h5]We are very proud to show you the new designs for the Combat and Decks screens! Lets compare them and go over some details about the team's decisions.[/h5]
    Game Description Image
    Game Description Image
    *The new image is missing the background + enemy, dont worry, they will be there.

    [h5]Game Description Image
    We dropped the helmet effect. It wasnt adding that much to the immersion we were looking for and was generating visual artifacts, motion-illness, readability, and resolution issues. We decided to re-focus on our early ideas of retro-futuristic interfaces, brightness saturation, and grain filters.
    Game Description Image
    We decided to go a lot more minimalistic regarding health and VIM bars. We also ditched the status effects icons in exchange for abbreviated and color-coded words to add to the terminal/console style.
    Game Description Image
    Game Description Image
    We noticed that we were not giving enough spotlight to one of our most unique mechanics, the VIM and Commands system. By making it look so similar to the Integrity bar and putting the commands as small icons, they usually got overlooked.

    Now, the VIM is a central piece of the UI (quite literally!), and the Commands now have a unique design with different states and animations depending on the context.
    Game Description Image
    Game Description Image
    From dragging and dropping issues to the fact that it didnt quite feel hackery enough, we decided to change the card fan to a straight display of the Runners hand of cards. We believe the new look aligns better with the overall linework of the UI and the responsiveness has been improved considerably.
    Game Description Image
    Game Description Image
    We received a lot of feedback asking for a way to keep track of what happened during the enemys turn, a Battle Log of sorts. Well, we had that in the plans for quite some time, and now we believe we nailed the way to make it work.

    We created a Terminal that will not only let you know what happened and show a historical log of actions but also contextual information about many other things happening during combat. It also allows us to trigger immersive and flavorful text fragments to add to the overall experience.

    You will be able to trigger actions and discover Easter eggs and secrets directly by prompting the terminal. On top of all that, it also looks sleek and retro AF!
    Game Description Image
    Game Description Image
    We made changes to how we show the enemys intention during your turn. Now, youll see a step-by-step breakdown of what the enemy will do during its turn.[/h5]
    Game Description Image
    Game Description Image
    Game Description ImageGame Description Image

    [h5]Game Description Image
    The console is your best friend in The Grid, and as such, it will try to show you as much useful information as it can. Keeping that in mind, we added a new widget to the deck view that lets you quickly check the distribution of card types within the deck. This is essential when planning the turn sequencing and trying to foresee upcoming draws.
    Game Description Image

    It also shows information about keywords on the currently selected/hovered card.
    Game Description Image
    Game Description Image
    We made big improvements to how selecting and highlighting cards in the different deck views work. We also reworked how tooltips are shown on screens where the side widget is not used.
    Game Description Image[/h5]
    Game Description Image

    The redesign also covers the map screens, which we will be revealing soon in a separate post. What we can spoil for now is that it will not be a hexagonal grid!

    Mechanically it will work as described in our previous article .
    Game Description Image

    [h5]As a studio, we are proud to implement user research and playtest methodologies to support decisions that can make our games their best possible versions.

    Many of the decisions detailed above come from watching and surveying players, and we want to thank all of you who participated from the bottom of our hearts.

    Knowing that there are people out there playing and devoting time to expressing their opinions about our game is a feeling that we cant even describe, and it means the world to us!

    During these tests, we received more than 300 survey replies from over 3000 unique players; we interviewed and reviewed recorded playthroughs of dozens of people, and more than 100 new members joined our Discord to chat with us live and share their thoughts.

    Its our commitment to keep working this way and to make you all part of this journey of creating the best game possible.

    All these new things we mentioned in this update will be up for you all to test soon ;)[/h5]
    Game Description Image

    [h5]In case you dont know, every week, we release a new piece of lore about the universe where the game takes place.

    Its one of the many ways in which we show the passion were putting into this project and how we envision something much bigger than just a game.

    We already have 20 entries you can read on our website , split between The Runners , The Corporations , and Into The Grids Short Stories .

    Go give them a look; we think you will love them![/h5]
    Game Description Image

    [h5]This covers pretty much everything thats going on (at least what we can show!) behind the scenes.

    As always, dont forget to join our Discord to chat live with the team and other fellow Runners!
    Game Description Image
    See you in The Grid!

    [/h5]

    [ 2024-06-24 12:51:55 CET ] [Original Post]
    Development Updates - April 2024

    Game Description Image

    [h5]Hello Runners!

    As we continue to develop Into The Grid at full speed, we plan to share updates more frequently. For additional behind-the-scenes content, remember to join our Discord! We hope you enjoy these updates and join us on this journey.

    Let's get started![/h5]
    Game Description Image

    [u]ROADMAP[/u]


    [h5]This provides a high-level overview of our upcoming milestones along with their current estimates, when available (subject to change).

    1Gameplay Trailer (June)

    2Playtest Round: UI Redesign (August)*

    3Playtest Round: Map Exploration (August)*

    4Demo Launch (September)

    5Steam Next Fest (October 2024 - February 2025)

    6Early Access Release (TBD)

    72nd Character Release: The Maker (TBD)

    * Events 2 and 3 may occur simultaneously or separately; this is yet to be determined.[/h5]
    Game Description Image

    [u]ONGOING WORK[/u]


    [h5]What actions are we taking to move closer to our goals? See below.[/h5]

    [h4][u]Gameplay Trailer[/u][/h4]

    [h5]We are assembling a brand new trailer that will highlight more gameplay. It will premiere at a special event. Stay tuned ;)[/h5]

    [h4][u]UI Redesign[/u][/h4]

    [h5]Taking into consideration the valuable feedback gathered from playtests, and in line with our search for an identity that matches the mature and harsh tone of the universe we're creating, we are overhauling the entire game's UI. We're aiming for a more minimalistic and retro-futuristic aesthetic.[/h5]
    Game Description ImageWIP - Subject to change.

    [h4][u]Code Refactor[/u][/h4]

    [h5]We're undertaking significant work to enhance the game's code, making it more scalable, less prone to bugs, and future-proof. This is crucial as the game will be built in modules. This approach allows us to add new mechanics and content incrementally, maintaining the game's freshness for many years, as it has been our intention from the beginning.

    As part of this development, we're also creating the [u]"Enemy Brain" System[/u]. This system will enable us to create smarter ICEs that can adapt and modify their behaviors based on any game state we choose.[/h5]

    [h4][u]Grid Exploration[/u][/h4]

    [h5]In tandem with the code refactor, we have commenced work on the Exploration System, making significant progress.

    The procedural generation, based on game design rules, is functional and allows us to:
    • Generate Grids of virtually any size.
    • Define Node Types.
    • Group Nodes into Clusters and assign their Watcher ICEs.
    • Position Gates and assign their Bouncer ICEs.
    • Spawn Sentinel ICEs.
    We have also implemented:
    • A Pathing System to demonstrate possible and impossible movements to the player.
    • A Glitches System that enables the Runner to collect these "Relics/Artifacts" that modify the game's rules.
    Game Description Image

    Future developments include implementing:
    • Possible actions when engaging with each Node Type.
    • The triggers for elevating/lessening the Trace level and the effects of each level.
    • The triggers for disabling Bouncer ICEs to unlock Gates.
    • The Events system for narrative encounters and their outcomes.
    • New cards, Commands, enemy abilities, and Glitches effects.
    [u]Remember that you can find a detailed article on how the Grids function [/u] [u]here[/u] .
    There is still much more to come, which we will reveal and update in due time.[/h5]

    [u][h4]2nd CHARACTER: THE MAKER[/h4][/u]
    [h5]We are making significant progress with the design of our second character. This character, like all others, will introduce new mechanics, Commands, an entirely new card pool, and its own storyline.

    Stay tuned as we will reveal more details about this in the future.[/h5]
    Game Description Image

    [h5]That concludes this update. We eagerly await your comments and suggestions.

    Remember to join our Discord for live chat with the team and other Runners!

    [url=https://discord.gg/sYm63y9mT2]Game Description Image
    [/url]
    Until the next update, see you in The Grid![/h5]

    [ 2024-04-19 20:23:25 CET ] [Original Post]
    Release Notes - Combat Prototype Ver. 0.4.0030

    Game Description Image

    Hello everyone!

    Today we are releasing a new version of Into The Grid's combat prototype.

    If you want to give it a try, request access today using the button on the game's page! Game Description Image

    Let's jump right into it!Game Description Image

    NEWS & CHANGES

    MAJOR

    Onboarding v1

    • Basic concepts are explained during the game in predefined sequences or triggered by specific actions.
    Game Description Image

    New Run Structure

    • Start with a base non-archetypical deck.
    • More combats, new cards, and new enemies.
    • Enemies are divided into Tiers and get more difficult as combats progress.
    • Card rarity in rewards depends on the enemys Tier.

    Protected mechanic rework

    • The Protected status now increases the Buffer generated instead of modifying the incoming damage.
    • Theres no cap to the amount of Protected that can be stacked.

    MINOR

    • Added a Commands label in the main UI.
    Game Description Image
    • Tooltips are now visible in the Enemy Intent.
    Game Description Image
    • Tooltips for the cards are now visible in the deck views (Repository, Recycler, and Decompiled Stack).
    • Cards get bigger when hovering over them in the deck views (Repository, Recycler, and Decompiled Stack).
    Game Description Image
    • Enemies will now display a name to identify them when providing feedback.
    • END TURN button will show a proper text when there are no more valid plays to perform.
    • Current battle number and remaining battle number is visible now.
    • Buffer and TEMP VIM counters will hide when they are at 0.
    • Status icons for both the player and the enemy are bigger.
    • Added animations to the icons when receiving or applying status effects.
    • Added icons to different sections of the UI (Buffer, VIM, TEMP VIM).
    Game Description Image

    FIXES

    • Fun Guys now gives 1 TEMP VIM instead of 7 (sorry not sorry!)
    • Several card texts have been improved.
    • The players Integrity bar will get back to the original color after Buffer is reset each round.
    • The game wont freeze on the loading screen when trying to start a new run.
    • After picking (or skipping) a reward card the game moves to the next battle directly.
    • Fixed a bug where multiple cards could be added by fast-clicking in the reward screen.
    Game Description Image

    KNOWN ISSUES

    COMMANDS

    • Killing an ICE with IGNITION PROTOCOL by activating DIG Command creates a UI overlap.
    • Sometimes DIG wont allow to discard some cards.
    • After using OPTIMIZE cards remain greyed-out but still playable.
    • Cost of cards affected by OPTIMIZE remains green-colored even after returning to regular value.
    • Sometimes OPTIMIZE won't affect any card.
    • Turn can be ended when hiding the Repo view during the resolution of a command (i.e. EXECUTE).
    • Sometimes Command icons are highlighted even if the player doesn't have enough VIM to activate them if TEM VIM was gained the previous turn.
    • EXECUTE can be triggered with no cards in Repo, spending VIM for no effect.

    CARDS

    • DATA DRAIN is giving buffer even if damage is partially or totally blocked by BUFFER.
    • APEX CODESLASH sometimes miscalculates its damage.
    • PUNK'S GIFT won't allow to decompile some cards.
    • PUNK'S GIFT may sometimes not show the interface to select a card to decompile.

    GENERAL

    • Clock bonus from ICE subroutine is carried over into the next battle.
    • Sometimes the player will draw fewer than 5 cards.
    • Sometimes cards played or discarded won't end up in the Recycler nor in the Decompiled Stack.
    Game Description ImageGame Description Image

    [ 2024-03-25 18:41:24 CET ] [Original Post]
    Mechanics deep dive: Map Exploration

    [h3]Hello prospective Runners.

    Today, wed like to share some insights about our design process regarding the map exploration system in Into The Grid.

    So, lets get to it![/h3]Game Description Image
    [h1=thebasics]The Basics[/h1]

    Thematically, the map represents the Grid in which you are conducting your incursion as a hacker. In the Grid, you are an intruder, so the defense systems are constantly trying to locate you, putting obstacles in your way in their attempt to disconnect you before you reach the Mainframe.

    The map is our way of incorporating board game and dungeon crawling mechanics into the game, things we believe have not been explored enough in the Deckbuilder genre. With this, we want to achieve a clear differentiation from the classic model of choosing a pre-made path at the beginning of the run.

    The map exploration is an essential aspect of the experience we are creating in Into The Grid and, therefore, you will spend a lot of time on it.

    Learning how to navigate the Grid will be a skill youll have to hone, as well as deck-building and Command selection, to play the game successfully.

    The Grid will test your strategic thinking and tactical execution capabilities. From a strategic point of view, you will need to consider your short-term objectives (such as obtaining a specific item or upgrade) and how this interacts with your long-term objective, which is to find and breach the Mainframe.

    Every decision and every action you take at every stage of the game will have consequences, and it will be up to you and your tactical skills to make sure those align with your main goal.
    Game Description Image
    Procedural generation of a Grid.Game Description Image
    [h1=approach]Our approach[/h1]

    We created a system that reflects the tension of being somewhere you aren't supposed to be. We want the players to feel like the Grid doesn't want them there and that they won't know how it will react to their presence.

    We came up with a procedurally generated labyrinth in which, unlike most games in the same genre, the player must find their way to the Mainframe (the final goal of every run) instead of simply climbing to it in one of a few predetermined ways.
    This system allows players to decide whether to explore the map and take risks to gain advantages, upgrades, and resources or go straight for their objectives as directly as possible and finish their mission.
    Additionally, this mechanic serves an important purpose being the ideal scenario to gradually introduce the rich lore of our universe, increasing the level of immersion of the experience.Game Description Image
    [h1=theory]From theory to practice[/h1]

    [h2=beginning]Beginning and objective[/h2]

    A Grid is made up of Clusters, which are groups of Nodes. The Runners Console represents Nodes as hexagons that they can interact with. Clusters can vary in shape and function as rooms, divided by Gates that impede moving freely from one to the next. This is what we mean when we say ITG has a strong Cyberdungeon crawling element to it.

    The Runner begins their incursion into a Grid from an Entry Node, with information about the current Cluster only, the rest is total darkness. From there, they must make their way by unlocking gates and clearing their path in search of the most special Node of all, the Mainframe.

    The Trace System


    During their incursion into a Grid, the Runner is constantly tracked by surveillance systems that could eventually find them and expel them from the system... or worse.

    In the game, this is represented through the Trace system, which indicates to what extent the Grid is aware of the Runner's presence.

    Mechanically, the Trace system allows us to reactively adjust the difficulty of the run to the actions that the player takes. As the Trace increases, the Grid becomes more dangerous. The more greedy, noisy, or careless the player is, the more difficult the game becomes.
    Game Description Image

    Intrusion Countermeasure Electronics: ICE (aka The Bad Guys)


    ICEs are the classic enemies of the cyberpunk genre, advanced defense programs deployed by server administrators to prevent Runners from achieving their goals.

    For Into The Grid, and in our narrative universe, we have created three distinct types of ICE: the Watchers, the Bouncers, and the Sentinels, each with a very specific objective. For each type of ICE, there can be infinite varieties, each with its own set of abilities, strengths and weaknesses.
    Game Description Image

    Watcher ICEs and Trace


    Watcher ICEs are the constant observers of the Grid, analyzing everything that happens in the clusters and sending information to the Trace system.

    Mechanically, each Cluster has a specific assigned Watcher that defines which Runners actions will increase the Trace level. Some will react to engaging in combat, others to opening gates, and others to specific interactions with the Nodes, among many others.
    The Runner must always be mindful of the Watcher that is observing them and plan their actions accordingly.

    Bouncer ICEs and Gates


    Bouncer ICEs are literally the gatekeepers of the Clusters.

    As we have mentioned, to navigate the Grid the Runner must move from Cluster to Cluster in search of the Mainframe. The passage from one Cluster to another is done through Gates, and each Gate is protected by a Bouncer.

    The Bouncer determines the conditions the Runner must meet to open the Gate it protects. Some of these conditions may be having to disable the Watcher, defeat all the Sentinels, or interact with the Nodes in a specific way, among others.
    Sometimes, the condition of the Bouncer to unlock a Gate will be aligned with that of the Watcher to raise the Trace, putting the Runner in a tight situation.
    Game Description Image

    Sentinel ICE and Combat


    Not all Nodes are created equal, and some are particularly better protected than others. This is where Sentinel ICEs come into play.

    Sentinels are the main enemies of a Runner during an incursion. In the game, these are the enemies you will face in card combat. Fighting against Sentinels is dangerous but sometimes also necessary to obtain useful items, improve your deck, and continue delving into the depths of the server.
    Game Description Image
    Game Description Image

    Runners interaction with the Nodes


    There are different types of Nodes in the grid and which type they belong to defines what effect the Runners actions will have when interacting with them.

    Except for a few exceptions, the Runner can always perform one of three different actions on any given Node:
    • Extract: By extracting a Node, the Runner obtains valuable Shards from it, which are used as currency throughout the Run. Each type of Node yields a different amount of Shards.
    • Exploit: By exploiting a Node, the Runner takes advantage of a weakness in it, to obtain a benefit. The effect of the exploit is different for each type of Node.
    • Rehash: By rehashing a Node, the Runner spends resources to gain powerful and unique advantages to continue their run.
    Generally, after interacting with a Node, it becomes exhausted and cannot be interacted with again.
    Game Description Image

    [u]What does each Node do? We will dive deep into that in a future article, so stay tuned![/u]Game Description Image

    Don't forget to join our Discord to stay up to date with the news and have direct contact with the team!

    [url=https://discord.gg/aXFT7WtXS4]Game Description Image
    [/url]

    [ 2024-03-19 20:10:33 CET ] [Original Post]
    Weekly Updates // Feb. 5 - Feb. 11

    Hey there!

    We are super excited to share with you some updates, check below

    [hr][/hr]

    [u]The first open playtest has concluded![/u]


    [h5] As of now, access to the playtest version is no longer enabled on Steam.

    THANK YOU ALL! We have literally hundreds of surveys to go through now Your feedback means the world to us![/h5]

    [hr][/hr]

    [u]Applications for the next open playtest round are open![/u]


    [h5] The next Playtest version will include:
    • The first version of the Map Gameplay.
    • An onboarding system to explain the basics of the game.
    • Improvements based on the feedback from this first Playtest round.
    You can request access using the green "Request access" button on the game's Steam page.
    Game Description Image

    Next round may take place in 3-4 months, as the Map section is the biggest and most complex development for the game. After that we will run more frequent playtests to test smaller mechanics, adjustments and content.
    [u]IMPORTANT:[/u] If you got access to the playtest that ended today you will automatically have access to the next one. Just keep an eye on here or follow the game on Steam to know when launches.
    [/h5]

    [hr][/hr]

    [u]We will contact pre-selected applicants for the live playtest sessions during this week.[/u]


    [hr][/hr]

    [u]New Lore entry coming up on Wednesday.[/u]


    Join us to learn more about Ursa's faction, The Stray Dogs, next Wednesday on our Discord server Click here to join!
    [hr][/hr]
    And that's all for now, see you around!

    [ 2024-02-06 12:14:15 CET ] [Original Post]
    Lore section is now live in our discord!

    Hi everyone!


    [h5]We are super excited to reveal the new lore channel of our Discord server!

    Each week, we will post new narratives and articles for you to dive deeper into this rich Cyberpunk dystopia.

    How to? Easy!
    Join our Discord
    Head over to the new Lore channel
    Enjoy "Wandering at Wendle Park", the introductory story to Into the Grid's first character, Ursa from the Stray Dogs faction.

    Entries are open to comments and discussions, we are eager to know your thoughts and theories!

    Stay safe in the Grid.[/h5]
    Game Description Image

    [ 2024-02-01 11:28:52 CET ] [Original Post]
    Updates regarding the current playtest round.

    Hi everyone!


    We have some important updates about the current playtest.

    [hr][/hr]

    The open playtest round will be closing next Monday, 5th of February


    We received an outstanding amount of feedback that we will be processing in the upcoming weeks.

    As new features get implemented we will be opening new playtests so keep in mind that:

    - If you got access to this playtest you will automatically have access to all future playtests.

    - If you request access after this round is closed, you will have to wait until the next to get access.

    [hr][/hr]

    We will be contacting potential participants for the live playtesting sessions


    Next week we will start contacting pre-selected people who applied for the live playtests to schedule those sessions.

    If you haven't already, you can apply here .

    If you are not selected for this round you may be called for the following ones.

    [hr][/hr]
    So, what's happening next?

    The team is already working on the next big feature, THE MAP! This effort will take some time so, in the meantime, we have some things prepared to share with you, keep an eye on the Discord server!

    [hr][/hr]
    Before closing, I want to express, once again, how grateful we are to all of you who participated in this playtest. It's heartwarming and, honestly, very moving to see people enjoying and seeing the potential in what we are creating.

    We hope you stick around for the rest of the ride!

    Stay safe in the Grid ;)
    Game Description Image

    [ 2024-01-30 11:15:54 CET ] [Original Post]
    Playtest is now LIVE!

    Hi everyone!

    We are thrilled to announce that the Playtest is now live!

    A few important things

    Access


    - Access is granted in batches and Steam assigns people randomly, so it may take a couple of hours.

    - You will receive an email from Steam when you receive access.

    Leaving feedback


    - There are three feedback buttons, one in the Main Menu, one in the final screen, and one in the upper right corner of the battle screen.

    - It's encouraged that you complete the survey using that button at least once.

    - You can complete the survey or leave a message as many times as you want.

    - If you add your email in the feedback form we may get back to you to ask for more details or reply to your comments.

    About the prototype experience


    - We recommend you want the "How To Play" video linked in the Main Menu.

    - This prototype features only the battle system.

    [hr][/hr]
    Remember you can also apply for the live sessions by completing THIS FORM .

    And we are always around in Discord to chat too!
    Game Description Image

    [ 2024-01-22 18:12:16 CET ] [Original Post]
    Join the dev team in a private playtest session!

    Hello everyone! Some cool news in this update!

    You can now apply for a limited private playtest


    We're looking for 20 people to participate in the private phase of our next playtesting round. Participants will need to stream their playthroughs while on call with us or record and submit their playthroughs.

    If you're interested in taking part, please complete the survey using the button below. Those selected and who effectively participate in the playtesting will receive a reward!
    Apply here!
    Those not selected for this round may be offered the opportunity to participate in other playtesting rounds we'll conduct in the future.
    [u]If you applied to the playtest by requesting access here on Steam, you can also complete the survey and participate in both![/u]
    [hr][/hr]

    Update on the public playtest


    We are finishing testing the prototype and estimate that players will start getting access on Monday.
    Stay tuned for the official announcement about the exact time and the guidelines for the test.

    [hr][/hr]
    Remember you can also join our Discord to chat with us live.

    Cya around!

    [ 2024-01-18 19:18:38 CET ] [Original Post]
    Application for our first Playtest is live!

    Hello everyone!

    [u]Exciting news: our first Playtest for "Into The Grid" is coming![/u]

    Starting mid-January, we will run our first Playtest round, featuring a prototype of the game's card battle system.

    It'll be a sneak peek for a limited time, and we'd love to have your feedback via the game or on our Discord Server (if you are not there yet, come in and say hi!).

    To apply, just go to our Steam Page and look for this button:
    Game Description Image

    And, if you haven't yet, don't forget to wishlist and follow us for more updates.

    See you in The Grid!

    [ 2023-12-15 19:21:21 CET ] [Original Post]

    Minimum Setup

    • OS: Ubuntu 14.04 LTS
    • Processor: 2.0 GhzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: 1Gb Video Memory. capable of OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
    • Storage: 1 GB available space
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