


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.

[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.
[/*][/*][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.
[/*][/*][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.
[/*]
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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