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Into The Grid News

Version 0.2.1 Patch Notes

[p][/p]
  • [p]Fixed a bug with the way Gates became Collapsed Gates that made them not lock properly.[/p]
  • [p]Fixed a bug where Rehashing a Remover Node and selecting and confirming a card very quickly during the first remove phase made a ghost copy of that card during the second remove phase.[/p]
  • [p]Fixed a bug where playing cards quickly sometimes made them to not be played and got stuck floating in the play area.[/p]
  • [p]Fixed a bug where the tooltip for Protocols sometimes remained on screen even when not hovering.[/p]
  • [p]Fixed a bug where forcing a shop to spawn while having every Driver o every Unique card would softlock the game.[/p]
  • [p]Fixed a bug with Kernel's System Failure passive subroutine where redrawing the same card over and over if it was the only card in your deck would make it not glitched.[/p]
[p][/p][p][/p]
  • [p]Reduced the amount of Sentinels spawned on Layers 1 and 2.[/p]
  • [p]Reduced the amount of Sentinels spawned on some Alarm Levels.[/p]
  • [p]Reduced the number of Nodes on Layer 1 (removed 1 Access node, 1 Security node, and 1 Printer node).[/p]
  • [p]Replaced 1 Access node, 1 Security node, and 1 Printer node on Layer 2 with Library Nodes.[/p]
  • [p]Reduced the amount of Haven nodes on Layer 3 from 3 to 2.[/p]
  • [p]Increased the amount of Library nodes on Layer 3 from 2 to 3.[/p]
  • [p]Library nodes Exploit extra Intel percentage yield reduced from 25% to 20%.[/p]
  • [p]Teleport nodes extract yield decreased from 100 Intel to 80 Intel.[/p]
  • [p]Probe nodes extract yield decreased from 100 Intel to 80 Intel.[/p]
  • [p]Compiler+ nodes extract yield reduced from 200 Intel to 160 Intel.[/p]
  • [p]Haven nodes extract yield reduced from 200 Intel to 160 Intel.[/p]
  • [p]The rarity of the cards offered by Compiler nodes on Layer 1 has been slightly increased.[/p]
[p][/p][p][/p]
  • [p]The cost Combat Drivers has been increased by 50 Intel.[/p]
  • [p]The cost of Rare cards has been increased by 50 Intel.[/p]
[p][/p][p][/p]
  • [p]Maggie The Magpie:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 15 damage to all targets. Assist 2: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage to all targets. Assist 2: Draw 1 card.[/p]
  • [p]Maggie The Magpie+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 25 damage to all targets. Assist 2: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 30 damage to all targets. Assist 2: Draw 1 card.[/p]
  • [p]Venom Strike:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Increase the damage of Bite Scripts by 5 this turn. On-Hit: inflict 2 Exposed.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 25 damage. Increase the damage of Bite Scripts by 5 this turn. On-Hit: inflict 2 Exposed.[/p]
  • [p]Titanium Web:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 35 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
  • [p]Titanium Web+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Gain 40 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Gain 55 Barrier. All Scripts you create this turn will be Cocoon Scripts.[/p]
  • [p]Molt:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you played at least 5 Scripts this turn, also: create 2 copies of the last Script you played.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you played at least 4 Scripts this turn, also: create 2 copies of the last Script you played.[/p]
  • [p]Molt+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you played at least 5 Scripts this turn, also: create 3 copies of the last Script you played.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Gain 40 Barrier. / Conditional effect: 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]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 2 Weave Scripts. / Conditional effect: If you played at least 5 Scripts this turn, also: create 2 Weave Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 2 Weave Scripts. / Conditional effect: If you played at least 4 Scripts this turn, also: create 2 Weave Scripts.[/p]
  • [p]Scouting Scuttle+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 3 Weave Scripts. / Conditional effect: If you played at least 5 Scripts this turn, also: create 3 Weave Scripts.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Create 3 Weave Scripts. / Conditional effect: If you played at least 4 Scripts this turn, also: create 3 Weave Scripts.[/p]
[p][/p][p][/p]
  • [p]Charged Codeslash:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Deal 35 damage.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 4 VIM / Effect: Deal 25 damage.[/p]
  • [p]Charged Codeslash+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 6 VIM / Effect: Deal 50 damage.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 5 VIM / Effect: Deal 35 damage.[/p]
  • [p]The Guild’s Heist:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 40 damage. On-Hit: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 1 VIM / Effect: Deal 40 damage. On-Hit: Draw 1 card.[/p]
  • [p]The Guild’s Heist+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 50 damage. On-Hit: Draw 2 card and then discard 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 50 damage. On-Hit: Draw 2 card and then discard 1 card.[/p]
  • [p]Hoplite:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Gain 20 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 1 VIM / Effect: Deal 20 damage. Gain 20 Barrier.[/p]
  • [p]Hoplite+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 30 damage. Gain 30 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. Gain 30 Barrier.[/p]
  • [p]Fun Guys+:[/p][p]OLD[/p]
    • [p]Clock cost: 0 / 3 VIM / Effect: Draw 1 card.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 0 / 2 VIM / Effect: Draw 1 card.[/p]
  • [p]Rending Codeslash:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 35 damage. On-Hit: Inflict 1 Debilitated.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. On-Hit: Inflict 1 Debilitated.[/p]
  • [p]Rending Codeslash+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 45 damage. On-Hit: Inflict 2 Debilitated.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 3 VIM / Effect: Deal 45 damage. On-Hit: Inflict 1 Debilitated.[/p]
  • [p]Power Armor:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 100 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 90 Barrier.[/p]
  • [p]Power Armor+:[/p][p]OLD[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 150 Barrier.[/p]
    [p]NEW[/p]
    • [p]Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 120 Barrier.[/p]
[p][/p][p][/p]
  • [p]Erebus Mk1 Integrity reduced from 120 to 110.[/p]
  • [p]Erebus Mk2 Integrity reduced from 190 to 180.[/p]
  • [p]Erebus Mk3 Integrity reduced from 250 to 240.[/p]
  • [p]Erebus Mk1’s Flying Hook subroutine damage reduced from 45 to 40.[/p]
  • [p]Erebus Mk2’s Flying Hook subroutine damage reduced from 65 to 60.[/p]
  • [p]Erebus Mk3’s Flying Hook subroutine damage reduced from 75 to 70.[/p]
  • [p]Erebus Mk1's Periphal Wings Integrity reduced from 190 to 160.[/p]
  • [p]Erebus Mk2's Periphal Wings Integrity reduced from 270 to 240.[/p]
  • [p]Erebus Mk3's Periphal Wings Integrity reduced from 340 to 310.[/p]
  • [p]Erebus Mk1's Periphal Wings’s Shield Blast subroutine damage reduced from 50 to 30.[/p]
  • [p]Erebus Mk2's Periphal Wings’s Shield Blast subroutine damage reduced from 70 to 50.[/p]
  • [p]Erebus Mk3's Periphal Wings’s Shield Blast subroutine damage reduced from 90 to 70.[/p]
  • [p]Maxilla Mk1's Arsenal passive subroutine damage requirement reduced from 30 to 15.[/p]
  • [p]Maxilla Mk2's Arsenal passive subroutine damage requirement reduced from 35 to 25.[/p]
  • [p]Maxilla Mk3's Arsenal passive subroutine damage requirement reduced from 40 to 35.[/p]
  • [p]Maxilla Mk1's Clamp Down subroutine damage reduced from 45 to 40.[/p]
  • [p]Maxilla Mk2's Clamp Down subroutine damage reduced from 65 to 60.[/p]
  • [p]Maxilla Mk3's Clamp Down subroutine damage reduced from 75 to 70.[/p]
[p][/p][p][/p]
  • [p]All Drivers that mention “Basic Tools” now refer to “Breaker Tools”.[/p]
  • [p]Storm Driver has been temporarily removed from the pool due to a bugged interaction with the final Core Keeper.[/p]
  • [p]Panoptic Driver Trace requirement increased from 5 to 6.[/p]

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]