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Into The Grid News

Build a deck of powerful programs in the cyberpunk deckbuilder Into The Grid in November

Into The Grid is a cyberpunk roguelike deckbuilder that looked very promising from the demo, and now we have a release window for November.

Read the full article here: https://www.gamingonlinux.com/2025/09/build-a-deck-of-powerful-programs-in-the-cyberpunk-deckbuilder-into-the-grid-in-november/

Development Updates - September 2025

[p]Hello there![/p][p]As we near our Early Access launch, we’ll start posting development updates more often. Here’s the September edition with everything you need to know![/p][p][/p][p]This update covers:[/p]
  • [p]Content for the Early Access release day[/p]
    • [p]Layered Grid[/p]
    • [p]Characters[/p]
    • [p]Map skills[/p]
    • [p]New enemies[/p]
  • [p]Early Access release window[/p]
[p]Let’s dive in![/p][p][/p][h2]Layered Grid[/h2][p]We’ve revisited an early design concept and turned the Grid into a layered maze that takes you deeper toward the Core Node.[/p][p]The design goals behind this decision:[/p]
  • [p]Manageable size: Aim for roughly 40 minutes of playtime per layer.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Better Node distribution: Spawn rules are independent per layer, letting the run flow naturally from early‑ to mid‑ to late‑game. You won’t need a Healing Node ten minutes into the first layer, right? RIGHT?![/p]
  • [p]More immersion: The layered system reinforces the feeling of descending deeper into a server, raising the stakes and the sense of risk.[/p]
[p][/p][h2]Characters[/h2][p]Early Access launches with two playable characters, each with a unique card pool, map skills, Commands, and Drivers that support distinct playstyles.[/p][h3]Ursa, the Stray Dog[/h3][p]Ursa is the character featured in the demo. Her mechanics revolve around the Feral and Grit keywords. If you haven’t tried the demo yet, now’s the perfect time![/p][h3]Darwin, the Maker[/h3][p]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. We’ll explore Darwin’s mechanics in depth in an upcoming article in a few weeks.[/p][p][/p][carousel][/carousel][p][/p][h2]Map Skills[/h2][p]Each character receives three skills usable during Grid exploration.[/p]
  • [p]Ursa[/p]
    • [p]Hunting Grounds: Grants a bonus to Feral, Grit, or VIM for all combats in a single Cluster.[/p]
    • [p]Moon Veil: Reduces by 1 the Trace generated when interacting with Nodes in a single Cluster.[/p]
    • [p]Blink: Allows Ursa to target any revealed tile in the Grid and teleport there.[/p][p]
      [/p]
[p]We’ll reveal Darwin’s skill set in the forthcoming article.[/p][p][/p][h2]New Enemies[/h2][p]The layered Grid brings fresh foes:[/p]
  • [p]Layer bosses: Defeat one to advance to the next layer.[/p]
  • [p]Core-keeper: A brand‑new, super‑badass final boss protecting the Core Node.[/p]
  • [p]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.[/p]
[p][/p][carousel][/carousel][p][/p][h2]Early Access Release[/h2][p]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.[/p][p][/p][h2]What's Next?[/h2]
  • [p]In a few weeks: An article detailing Darwin’s cards, Commands, mechanics, and possibly some lore.[/p]
  • [p]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.[/p]
[p]Remember you can join our Discord to chat with the team and other fellow hackers![/p][p][/p][p]Thanks for being part of this journey![/p][p]The Flatline Team[/p][p][/p]

New Demo Version 2.0.10 is LIVE!

[h3]Hi everyone![/h3][h3]We just released a new demo version 2.0.10! 🎉[/h3]
  • [p]Streamlined the tutorial: shortened it and changed the order of some sections.[/p]
  • [p]New difficulty level "BEGINNER RUN": smaller Grid, Core Node revealed from the beginning, tuned-down enemies.[/p]
  • [p]Adjusted difficulty of the "EXPERT RUN": big Grid, hidden Core, enemies rebalanced, still hard![/p]
  • [p]Several cards rebalances and fixes.[/p]
  • [p]Several localization fixes for Asian languages.[/p]
[p][/p][p][/p][p]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![/p][p]Once again, thank you from the bottom of our hearts for the support, it means the world to us![/p][p]Remember that you can leave a review of the Demo directly on the Demo Page.[/p][p][/p][p]https://store.steampowered.com/app/3132890/Into_The_Grid_Demo/[/p][p]Much love, The Flatline Team.[/p]

Demo Version 2.0.8 is LIVE! 🚀

[h3]NOTE: You need to abandon your current run and start a new one to avoid potential errors with the new version.[/h3][h3][/h3][p][/p][h3]In this patch we are addressing some important issues affecting Chinese players and errors in the tutorial[/h3][p][/p][h3]2.0.8 Patch Notes:[/h3][p]- INFORMATION OVERLORD BUG: Fixed this bug that was blocking combats versus the Sentroid MK2 and MK3 on Simplified Chinese language.[/p][p]- Fixed a bug that sometimes blocked the Tutorial when opening the Recycler.[/p][p]- Fixed a bug in which the targeting of the Intel Node could be cancelled in the Tutorial, blocking it.[/p][p]- Fixed a bug that was showing Decompile on Alpha Codeslash when it should not.[/p][p]- Fixed a bug with the Core Keeper peripheral's statuses.[/p][p]- Fixed a bug where Blue Driver wasnt triggering correctly.[/p][p]- Fixed a bug in which sometimes a Sentinel would drop double rewards.[/p][p]- Fixed a bug in which Console Rebooter wasn't updating Command usable status.[/p][p]- Fixed a bug in which Protocol Cards already owned could be offered to the player.[/p][p]- Fixed some animations of Sentroid Sentinel.[/p][p]- Improved sentinel placement on the Grid.[/p][p]- Rebalanced some enemies.[/p][p]- Rebalanced some cards.[/p]

Demo Version 2.0.5 for Next Fest is LIVE! 🚀

[h3]NOTE: You need to abandon your current run and start a new one to avoid potential errors with the new version.[/h3][h3]
With Next Fest comes a new patch![/h3][p][/p][h3]2.0.5 Patch Notes:[/h3]
  • [p]The Grid is now smaller.[/p]
  • [p]Nodes and Watchers distribution has been rebalanced.[/p]
  • [p]Sentinels have been rebalanced.[/p]
  • [p]Now Sentinels have a small chance to drop Tools.[/p]
  • [p]Fixed various pathing issues.[/p]
  • [p]Fixed and adjusted some enemies VFX.[/p]
[p][/p]