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Into The Grid News

EVA Play 2024

[h5]Hi Runners!

Event season is just kicking in for Into The Grid, and the first is a very very special one!

We have been selected to be part of the 2024 edition of EVA Play, the biggest gaming event in Argentina, happening in our hometown of Buenos Aires.

[previewyoutube][/previewyoutube]
We are also super proud of being nominated for the Best Design Award!



Come join us in our first in-person event ever and be among the first to try a pre-Demo version of Into The Grid!

See you all there!

[/h5]

Development Updates - June 2024



[h5]Hello Runners!

It’s been some time since our last update and a lot has happened. Let's take a moment to review the news.

Let’s go![/h5]



[h5]Based on our latest estimations, we adjusted some of our date ranges. The most relevant points are:
  • New playtests happening around September.
  • The demo releasing between October and November.
  • The Early Access launch happening in Q1 2025, after February’s Steam Next Fest.


1️⃣ Playtest Round: UI Redesign (Sep)*
2️⃣ Playtest Round: Map Exploration (Sep)*
3️⃣ Demo Launch (Oct-Nov)
4️⃣ Steam Next Fest (Feb 2025)
5️⃣ Early Access Release (Feb-Mar 2025)
6️⃣ 2nd Character Release: The Maker (TBD)[/h5]

Events 1 & 2 may occur simultaneously or separately; this is yet to be determined.



[h5]This year’s Latin American Games Showcase was part of the Summer Game Fest’s official schedule. It was the biggest edition to date, co-broadcasted, and covered by all the main gaming media outlets.

We premiered our latest trailer during the show with a 2-minute deep-dive segment. This brought the game a ton of attention, and we saw a fantastic boost in our wishlist count, which injected us with renewed energy!

You can see the segment below 👇[/h5]

[previewyoutube][/previewyoutube]



[h5]As part of our work for the new trailer, we also decided to update our main game art. We believe the new image aligns better with how the game will look in its new iteration once we release the UI redesign update. Considering the full game will have 5 distinct characters, we decided to create a yet-undefined character for the main art instead of tying it to Ursa, our first character.

Below you can see part of the process of creating the new capsule, done by our extremely talented artist Joi.[/h5]







[h5]We are very proud to show you the new designs for the Combat and Decks screens! Let’s compare them and go over some details about the team's decisions.[/h5]



*The new image is missing the background + enemy, don’t worry, they will be there.

[h5]
We dropped the “helmet” effect. It wasn’t adding that much to the immersion we were looking for and was generating visual artifacts, motion-illness, readability, and resolution issues. We decided to re-focus on our early ideas of retro-futuristic interfaces, brightness saturation, and grain filters.


We decided to go a lot more minimalistic regarding health and VIM bars. We also ditched the status effects icons in exchange for abbreviated and color-coded words to add to the “terminal/console” style.




We noticed that we were not giving enough spotlight to one of our most unique mechanics, the VIM and Commands system. By making it look so similar to the Integrity bar and putting the commands as small icons, they usually got overlooked.

Now, the VIM is a central piece of the UI (quite literally!), and the Commands now have a unique design with different states and animations depending on the context.




From dragging and dropping issues to the fact that it didn’t quite feel “hackery” enough, we decided to change the card fan to a straight display of the Runner’s hand of cards. We believe the new look aligns better with the overall linework of the UI and the responsiveness has been improved considerably.




We received a lot of feedback asking for a way to keep track of what happened during the enemy’s turn, a “Battle Log” of sorts. Well, we had that in the plans for quite some time, and now we believe we nailed the way to make it work.

We created a “Terminal” that will not only let you know what happened and show a historical log of actions but also contextual information about many other things happening during combat. It also allows us to trigger immersive and flavorful text fragments to add to the overall experience.

You will be able to trigger actions and discover Easter eggs and secrets directly by prompting the terminal. On top of all that, it also looks sleek and retro AF!




We made changes to how we show the enemy’s intention during your turn. Now, you’ll see a step-by-step breakdown of what the enemy will do during its turn.[/h5]







[h5]
The console is your best friend in The Grid, and as such, it will try to show you as much useful information as it can. Keeping that in mind, we added a new widget to the deck view that lets you quickly check the distribution of card types within the deck. This is essential when planning the turn sequencing and trying to foresee upcoming draws.



It also shows information about keywords on the currently selected/hovered card.




We made big improvements to how selecting and highlighting cards in the different deck views work. We also reworked how tooltips are shown on screens where the side widget is not used.

[/h5]



The redesign also covers the map screens, which we will be revealing soon in a separate post. What we can spoil for now is that it will not be a hexagonal grid!

Mechanically it will work as described in our previous article.



[h5]As a studio, we are proud to implement user research and playtest methodologies to support decisions that can make our games their best possible versions.

Many of the decisions detailed above come from watching and surveying players, and we want to thank all of you who participated from the bottom of our hearts.

Knowing that there are people out there playing and devoting time to expressing their opinions about our game is a feeling that we can’t even describe, and it means the world to us!

During these tests, we received more than 300 survey replies from over 3000 unique players; we interviewed and reviewed recorded playthroughs of dozens of people, and more than 100 new members joined our Discord to chat with us live and share their thoughts.

It’s our commitment to keep working this way and to make you all part of this journey of creating the best game possible.

All these new things we mentioned in this update will be up for you all to test soon ;)[/h5]



[h5]In case you don’t know, every week, we release a new piece of lore about the universe where the game takes place.

It’s one of the many ways in which we show the passion we’re putting into this project and how we envision something much bigger than just a game.

We already have 20 entries you can read on our website, split between The Runners, The Corporations, and Into The Grid’s Short Stories.

Go give them a look; we think you will love them![/h5]



[h5]This covers pretty much everything that’s going on (at least what we can show!) behind the scenes.

As always, don’t forget to join our Discord to chat live with the team and other fellow Runners!



See you in The Grid!

[/h5]

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!