1. Into The Grid
  2. News

Into The Grid News

Development Updates - April 2024



[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]



[h2]ROADMAP[/h2]

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

1️⃣ Gameplay Trailer (June)

2️⃣ Playtest Round: UI Redesign (August)*

3️⃣ Playtest Round: Map Exploration (August)*

4️⃣ Demo Launch (September)

5️⃣ Steam Next Fest (October 2024 - February 2025)

6️⃣ Early Access Release (TBD)

7️⃣ 2nd Character Release: The Maker (TBD)

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



[h2]ONGOING WORK[/h2]

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

[h4]Gameplay Trailer[/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]UI Redesign[/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]

WIP - Subject to change.

[h4]Code Refactor[/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 "Enemy Brain" System. 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]Grid Exploration[/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.


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.
Remember that you can find a detailed article on how the Grids function here.

There is still much more to come, which we will reveal and update in due time.[/h5]

[h4]2nd CHARACTER: THE MAKER[/h4]
[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]



[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!

Until the next update, see you in The Grid![/h5]

Release Notes - Combat Prototype Ver. 0.4.0030



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!



Let's jump right into it!
NEWS & CHANGES


[h2]MAJOR[/h2]

[h3]Onboarding v1[/h3]
  • Basic concepts are explained during the game in predefined sequences or triggered by specific actions.

[h3]New Run Structure[/h3]
  • 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 enemy’s Tier.
[h3]Protected mechanic rework[/h3]
  • The “Protected” status now increases the Buffer generated instead of modifying the incoming damage.
  • There’s no cap to the amount of Protected that can be stacked.

[h2]MINOR[/h2]
  • Added a “Commands” label in the main UI.
  • Tooltips are now visible in the Enemy Intent.
  • 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).
  • 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).
FIXES
  • “Fun Guys” now gives 1 TEMP VIM instead of 7 (sorry not sorry!)
  • Several card texts have been improved.
  • The player’s Integrity bar will get back to the original color after Buffer is reset each round.
  • The game won’t 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.
KNOWN ISSUES


[h2]COMMANDS[/h2]
  • Killing an ICE with IGNITION PROTOCOL by activating DIG Command creates a UI overlap.
  • Sometimes DIG won’t 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.

[h2]CARDS[/h2]
  • 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.

[h2]GENERAL[/h2]
  • 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.

Mechanics deep dive: Map Exploration

[h3]Hello prospective Runners.

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

So, let’s get to it![/h3]
The Basics


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 you’ll 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.
Procedural generation of a Grid.
Our approach


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.
From theory to practice


[h2]Beginning and objective[/h2]

A Grid is made up of Clusters, which are groups of Nodes. The Runner’s 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.

[h2]The Trace System[/h2]

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.



[h2]Intrusion Countermeasure Electronics: ICE (aka The Bad Guys)[/h2]

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.



[h2]Watcher ICEs and Trace[/h2]

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 Runner’s 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.


[h2]Bouncer ICEs and Gates[/h2]

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.




[h2]Sentinel ICE and Combat[/h2]

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.





[h2]Runner’s interaction with the Nodes[/h2]

There are different types of Nodes in the grid and which type they belong to defines what effect the Runner’s 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.



What does each Node do? We will dive deep into that in a future article, so stay tuned!

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

Weekly Updates // Feb. 5 - Feb. 11

Hey there!

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

[hr][/hr]
[h3]The first open playtest has concluded![/h3]

[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]
[h3]Applications for the next open playtest round are open![/h3]

[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.



👉 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.

👉 IMPORTANT: 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]
[h3]We will contact pre-selected applicants for the live playtest sessions during this week.[/h3]

[hr][/hr]
[h3]New Lore entry coming up on Wednesday.[/h3]

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!

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]