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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]