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Into The Grid News

Update 0.2.0 "Collapsing Clusters" is LIVE!

[p]Hello Runners![/p][p]We’re happy to bring you the first of the Major Updates. This update brings an entirely new mechanic we’ve been designing for some time and that is part of the core game loop we’ve 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.[/p][p]We’re eager to hear your thoughts on it once you’ve got a few runs with it under your belt! Remember we’re always excited to receive your feedback either on our Discord server or in our Steam Community Forums.[/p][p][/p][p][/p][p]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.[/p][p][/p][p][/p][p]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.[/p][p][/p][p][/p]
  • [p]All Tool icons have been upgraded.[/p]
[p][/p][p][/p]
  • [p]Fixed a bug that made Ghost Driver affect Protocol cards.[/p]
  • [p]Fixed a bug that made Fang Strike count as a "Codeslash" card.[/p]
  • [p]Fixed a bug that made using a Teleporter not work when the Grid is completely revealed.[/p]
  • [p]Fixed a bug that made some tooltips remain on screen even when not hovering over them.[/p][p][/p]
[p][/p]
  • [p]Upgrader, Remover and Driver Nodes are now limited to one of each per Layer.[/p]
  • [p]Rehashing Driver and Compiler Nodes no longer boosts the rarity of the reward offered. Instead, it now shows one extra option to choose from.[/p]
  • [p]Data Gates are now Intel Gates.[/p]
  • [p]Heavy Gates are now Trace Gates.[/p]
  • [p]Raising the Alarm Level no longer closes Gates, but spawns more Sentinels.[/p]
  • [p]Log Scrubbers now reduce Trace by 3 instead of 4.[/p][p][/p]
[p][/p]
  • [p]Hashkeys are no longer available on Sur.Face.[/p]
  • [p]Combat Drivers are now available on Sur.Face.[/p]
  • [p]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.[/p]
[p][/p][p][/p]
  • [p]Darwin's Touch is now: "Trigger 1 random Assist effect and reduce its counter," and it now costs less VIM.[/p]
  • [p]Darwin's Augmented Touch is now: "Trigger 1 random Assist effect and without reducing its counter."[/p]
  • [p]Darwin's Repurpose is now: "Discard the rightmost card in your hand," and it now costs less VIM.[/p]
  • [p]Darwin's Augmented Repurpose is now: "Choose a card to Discard."[/p]
  • [p]Darwin's Augmented Strategize is now: "Create 2 random Scripts. Preserve all Script cards in hand until next turn."[/p]
  • [p]Darwin's Replicate is now: "Every time you create any amount of Scripts, create one extra," and it now costs less VIM.[/p]
  • [p]Darwin's Augmented Replicate effect is the same as the base one, but it costs even less VIM.[/p]
  • [p]Darwin's Augmented Prepare is now: "Next turn, gain 1 Clock and draw 1 extra card."[/p]
  • [p]Darwin’s 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.[/p]
[p][/p][p][/p]
[p]Card Name[/p]
[p]Clock[/p]
[p]VIM[/p]
[p]Effect[/p]
[p]Paper Crane[/p]
[p] 1 [/p]
[p] 2 [/p]
[p]Gain 20 BARRIER. Discard 1 card. On-Discard: Gain 20 BARRIER.[/p]
[p]Upgraded Paper Crane[/p]
[p] 1[/p]
[p] 2[/p]
[p]Gain 30 BARRIER. Discard 1 card. On-Discard: Gain 30 BARRIER.[/p]
[p]Captain Commandogs[/p]
[p] 1[/p]
[p] 2[/p]
[p]Deal 25 DMG. Assist 1: Augment a random Command.[/p]
[p]Upgraded Captain Commandogs[/p]
[p] 1[/p]
[p] 3[/p]
[p]Deal 30 DMG. Assist 2: Augment a random Command.[/p]
[p]Air Superiority[/p]
[p] 1[/p]
[p] 1[/p]
[p]Draw 1 card and gain 1 Clock for each Augmented. Command you have. DECOMPILE[/p]
[p]Upgraded Air Superiority[/p]
[p] 0[/p]
[p] 2[/p]
[p]Draw 1 card and gain 1 Clock for each Augmented. Command you have. DECOMPILE[/p]
[p]Enlighten[/p]
[p] 1[/p]
[p] 3[/p]
[p]\[Effect remains the same][/p]
[p]Upgraded Enlighten[/p]
[p] 1[/p]
[p] 3[/p]
[p]\[Effect remains the same][/p]
[p]Venom Strike[/p]
[p] 1[/p]
[p] 2[/p]
[p]Deal 20 damage. Increase the base damage of Bite Scripts by 5 this turn. On-Hit: Inflict 2 Exposed.[/p]
[p]Upgraded Venom Strike[/p]
[p] 1[/p]
[p] 2[/p]
[p]Deal 40 damage. Increase the base damage of Bite Scripts by 5 this turn. On-Hit: Inflict 2 Exposed.[/p]
[p]Liquefaction[/p]
[p] 1[/p]
[p] 2[/p]
[p]Deal 15 DMG. On-Hit: Create 2 Bite Scripts.[/p]
[p]Upgraded Liquefaction[/p]
[p] 1[/p]
[p] 3[/p]
[p]Deal 15 DMG. On-Hit: Create 3 Bite Scripts.[/p]
[p]Silk Shell[/p]
[p] 2[/p]
[p] 2[/p]
[p]Gain 30 Barrier. Create 3 Cocoon Scripts.[/p]
[p]Upgraded Silk Shell[/p]
[p] 2[/p]
[p] 2[/p]
[p]Gain 40 Barrier. Create 4 Cocoon Scripts.[/p]
[p]Molt[/p]
[p] 1[/p]
[p] 2[/p]
[p]Gain 30 Barrier. If you played at least 4 Scripts this turn, also: Create 2 copies of the last Script you played.[/p]
[p]Upgraded Molt[/p]
[p] 1[/p]
[p] 2[/p]
[p]Gain 40 Barrier. If you played at least 4 Scripts this turn, also: Create 3 copies of the last Script you played.[/p]
[p]Scouting Scuttle[/p]
[p] 1[/p]
[p] 3[/p]
[p]Create 2 Weave Scripts. If you played at least 4 Scripts this turn, also: Create 2 Weave Scripts.[/p]
[p]Upgraded Scouting Scuttle[/p]
[p] 1[/p]
[p] 3[/p]
[p]Create 3 Weave Scripts. If you played at least 4 Scripts this turn, also: Create 3 Weave Scripts.[/p]
[p]Adaptation Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]Every time you use an Augmented Command, generate 2 VIM.[/p]
[p]Expiration Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]The first time an Assist effect expires each turn, gain 1 Clock.[/p]
[p]Patch Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]\[Effect remains the same][/p]
[p]Junk Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]Every time you discard a card during your turn, deal 10 damage to the ICE.[/p]
[p]Boost Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]\[Effect remains the same][/p]
[p]Hatch Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]\[Effect remains the same][/p]
[p]Digest Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]\[Effect remains the same][/p]
[p]Weave Script[/p]
[p] 0[/p]
[p] 0[/p]
[p]\[Effect remains the same][/p]
[p][/p][p][/p]
[p]Card Name[/p]
[p]Clock[/p]
[p]VIM[/p]
[p]Effect[/p]
[p]Mem Dagger[/p]
[p] 0[/p]
[p] 1[/p]
[p]Deal 20 DMG. If you have at least 12 VIM, also gain 1 Cached.[/p]
[p]Upgraded Mem Dagger[/p]
[p] 0[/p]
[p] 2[/p]
[p]Deal 30 DMG. If you have at least 12 VIM, also gain 1 Cached.[/p]
[p]Ulysses' Toy[/p]
[p] 2[/p]
[p] 2[/p]
[p]\[Effect remains the same][/p]
[p]Upgraded Ulysses' Toy[/p]
[p] 2[/p]
[p] 2[/p]
[p]\[Effect remains the same][/p]
[p]Stray's Ambush[/p]
[p] 1[/p]
[p] 2[/p]
[p]Deal 30 DMG. If you have at least 8 Feral, also gain 1 Clock.[/p]
[p]Upgraded Stray's Ambush[/p]
[p] 1[/p]
[p] 3[/p]
[p]Deal 50 DMG. If you have at least 8 Feral, also gain 1 Clock.[/p]
[p]Kennel Law[/p]
[p] 1[/p]
[p] 1[/p]
[p]Gain 30 Barrier. If you have at least 8 Grit, gain 1 Clock.[/p]
[p]Upgraded Kennel Law[/p]
[p] 1[/p]
[p] 2[/p]
[p]Gain 50 Barrier. If you have at least 8 Grit, gain 1 Clock.[/p]
[p]Upgraded Input Assistant[/p]
[p] 0[/p]
[p] 1[/p]
[p]Gain 30 BARRIER. If you used a Command this turn, also gain 1 Cached.[/p]
[p]Mem Cloak[/p]
[p] 0[/p]
[p] 0[/p]
[p]Gain 20 Barrier. If you have at least 12 VIM, generate 2 extra VIM.[/p]
[p]Upgraded Mem Cloak[/p]
[p] 0[/p]
[p] 1[/p]
[p]Gain 30 Barrier. If you have at least 12 VIM, generate 2 extra VIM.[/p]
[p]Cunning Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]At the start of your turn, gain 2 Grit.[/p]
[p]Moon Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]At the start of your turn, gain 2 Feral.[/p]
[p]Ignition Protocol[/p]
[p] 2[/p]
[p] 2[/p]
[p]Whenever you use a Command, deal 15 DMG to all targets.[/p]
[p][/p][p][/p]
  • [p]Agility Driver has been deprecated.[/p]
  • [p]Zap Driver has been deprecated.[/p]
  • [p]Dynamo Driver has been deprecated.[/p]
  • [p]Missile Driver is now a Darwin exclusive.[/p]
  • [p]Patience Driver is now an Ursa exclusive.[/p]
  • [p]Stream Driver is now: The first time you play 3 Attacks in a single turn, draw 2 cards.[/p]
  • [p]Battery Driver is now: The first time you play 3 Defenses in a single turn, gain 1 Overclocked.[/p]
  • [p]Hibernation Driver is now: Each turn, preserve up to 25 Barrier instead of losing it all.[/p]
  • [p]Cranium Driver is now: Every 3rd Command you use, gain 1 Clock.[/p]
  • [p]Storm Driver is now: At the end of your turn, deal 2 DMG to the ICE per VIM you have.[/p]
  • [p]Satellite Driver is now: At the start of each combat, Augment all Commands.[/p]
  • [p]Shockwave Driver is now: Every time you use an Augmented Command, deal 20 DMG to ICE.[/p]
  • [p]Transistor Driver is now: Every time you discard a card, gain 1 VIM.[/p]
  • [p]Chain Driver is now: The first time you play 4 Scripts in a row each turn, gain 1 Clock.[/p]
  • [p]Viper Driver is now a Core Keeper Driver, and its effect is now: Increase base DMG of Bite Scripts by 5.[/p]
  • [p]Ripple Driver has been added to the pool: The first time an Assist effect expires each turn, draw 1 card and generate 1 VIM.[/p][p][/p]
[p][/p][p]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 won’t go through every change for this category at this time, but we’ll share two of the most significant ones:[/p]
  • [p]Maxilla’s passive subroutine now upgrades its offensive subroutines unless it receives at least a fixed amount of damage each turn.[/p]
  • [p]Wendigo’s passive subroutine no longer deals damage based on the amount of cards in hand, it now inflicts a debuff if an Antler is online.[/p]
[p][/p]
  • [p]Sometimes Gates don’t get locked properly when a Cluster Collapses.[/p]
[p][/p][p][/p]
  • [p]We’re working on updating the Tutorial Mission to include new game mechanics.[/p]
  • [p]An old friend is preparing to join the Elite Sentinel pool.[/p]

Into The Grid - Version 0.1.4 is now LIVE!

[p]Hello Runners![/p][p]The new version 0.1.4 is now live with the following changes:[/p][p][/p]
  • [p]Fixed a bug where awaiting animations to end were not respecting the time dilation caused by the game's animation speed settings.[/p]
  • [p]Fixed tutorial highlight overlays not working properly on non-16:9 aspect ratio displays.[/p]
  • [p]Fixed a bug that caused cards on the Player's deck to temporarily disappear.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]Fixed click spamming at the main menu and some buttons that had unpredictable consequences.[/p]
  • [p]Fixed a bug where playing cards in rapid succession could lock the played cards in the middle of the screen.[/p]
[p][/p]
  • [p]Vickers and Maxilla now have new visuals.[/p]
  • [p]Now, the Player cannot use Commands while a card is still being executed under certain circumstances.[/p]
  • [p]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.[/p]
  • [p]The Player's hand is now locked when cards take a long time to resolve, such as Survival Of The Fittest.[/p]
[p][/p]
  • [p]Working on fixing a bug that makes Ghost Driver affect Protocol cards.[/p]
  • [p]Working on fixing a bug that makes Fang Strike count as a "Codeslash" card.[/p]
  • [p]Working on fixing a bug that makes using a Teleporter not work when the Grid is completely revealed.[/p]
[p][/p][p]We’re hard at work preparing a new patch for the start of the Winter Sale on December 18th. This update will include:[/p]
  • [p]A full Grid and Combat rebalance to improve the flow and overall shorten the duration of runs.[/p]
  • [p]Changes to address the prevalence of "infinite builds/decks".[/p]
  • [p]More bug fixes![/p]
  • [p]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.[/p]
[p][/p][p][/p][p]Thank you all for your constant support![/p][p]- The Flatline Team.[/p]

The Wiki is LIVE!

[p]Hi Runners![/p][h3]ITG WIKI IS LIVE! 🦾[/h3][p]We are firm believers that knowledge is power, so we are happy to bring you some raw power![/p][p]Behold, the Into The Grid Fandom Wiki! 🎉[/p][p]https://into-the-grid.fandom.com/wiki/Into_The_Grid_Wiki[/p][p]Here you'll find details on every card, every Driver and many other game elements.[/p][p]You'll surely notice that some elements are not present.[/p][p]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.[/p][p]Feel free to check it out and theorycraft new insane builds that would score a victory on Expert difficulty! [/p]

🏆 Help us with your nomination for the Steam Awards!

[h3]Hello Runners![/h3][p]Thank you all for the incredible support these past few weeks since Into The Grid launched in Early Access! 🚀[/p][p]Your response has been truly heartwarming! New reviews every day, a buzzing Discord full of hackers trading strategies and feedback… it’s a dream come true for our team. We can’t thank you enough! 🫶[/p][p]This year we’re eligible for the Steam Awards, and we’d be honored to have your support once more, this time with a nomination for Outstanding Visual Style. 🙏[/p][p][/p][h2][/h2][p]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.[/p][p]If that vision resonates with you, we’d be thrilled to have your nomination for Outstanding Visual Style![/p][p][/p][h2][/h2][p]If you are willing to support us, please go to the Nominate Section at the top of this announcement (or on the Store Page).[/p][p]Please nominate us for: Outstanding Visual Style[/p][p][/p][h2][/h2][p]Every single vote fuels our passion to keep creating, updating, and perfecting the game.[/p][p]Whether it's a nomination or a review on the store page, we appreciate you being part of our community.[/p][p]Thank you for being with us. Let's make a splash at the Steam Awards together! 🚀[/p][p][/p][p][/p][p]Before we wrap up, here’s a little sneak peek straight from our artist’s desk: the first visual concepts for our third character: a femme fatale from The Guild faction, arriving in 2026.[/p][p]Get ready to tear through the Grid with top-tier luxury hardware, guns blazing, dripping in style and glamour.[/p][p][/p][p][/p][p]- The Flatline Team[/p]

Into The Grid - Patch 0.1.3 is now LIVE!

[p]0.1.3 is live with new balance changes![/p][p][/p][p]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.[/p][p][/p][p]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. [/p][p]
Many 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![/p][p][/p][p]We hope you enjoy the weekend running the Grid![/p][p][/p][p]Here's the detailed breakdown for today's patch:[/p][p][/p][p][/p]
  • [p]Fixed a bug in which Magnifier Driver Intel yield was being affected by Data Nodes Exploit bonus.[/p]
  • [p]Fixed a bug in the Tutorial that was repeating the Skill explanation when entering and leaving the Commands screen before the final battle.[/p]
  • [p]Fixed some enemy animations not working.[/p]
[p][/p][p][/p]
  • [p]Tuned down the overall difficulty of the Beginner Run.[/p]
  • [p]Tuned down the damage of Jillete MK1, MK2, and MK3 across the board.[/p]
  • [p]Tuned down the damage of Simon MK1's "Twin Shot".[/p]
  • [p]Now Glitched Cards also deal 10 DMG to yourself after being played.[/p]
  • [p]Ursa's Upgraded MEM BEACON now draws 3 cards instead of 2.[/p]
  • [p]Ursa's THE PUNK'S GIFT now costs 2 Clock instead of 1.[/p]
  • [p]Ursa's Upgraded THE PUNK'S GIFT's damage lowered from 30 to 20, but cost remains at 1 Clock.[/p]
  • [p]Darwin's EXTRAPOLATE conditional damage increased from 80 to 100.[/p]
  • [p]Darwin's Upgraded EXTRAPOLATE conditional damage increased from 120 to 140.[/p]
  • [p]Now any effects that upgrade random cards at the start of combat can target cards in your initial Hand instead of only the Repo.[/p]
  • [p]Prompt Driver is now a Core Keeper Driver instead of a Rare one.[/p]
  • [p]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.[/p]
  • [p]Transistor Driver now always generates 2 VIM per discard instead of the base VIM of the discarded card.[/p]
  • [p]Magnifier Driver now gives 100 Intel per Rehash instead of 80.[/p][p][/p]
[p][/p]
  • [p]Layer 3 Core Node is now visually further away (does not affect gameplay).[/p]
  • [p]Added more information to the logs for better debugging.[/p]
  • [p]Improved the tooltip for Augment mechanic to clarify it refreshes the Command.[/p]