Pathogen
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In a Run

Procedural organs, sealed doors and genes, special rooms and room traits, traits across seven tiers, shot synergies, elemental power-ups, CRISPR and extra lives. No two runs play the same.

First steps

Starting a Run

Every Infect Game Mode run begins by infecting a host. As your lineage grows, you can start deeper, and new systems arrive one at a time.

Infect a Host

Run start

Each run opens on a random host under a big INFECTED title, and the run begins right underneath it. Usually it's a person, but sometimes you land in one of the setting's animals.

  • Animal hosts join your Codex when you land in them
  • Later, a host reveal card shows who you're infecting
  • In Pandemic Game Mode, hosts are the chosen city's people and wildlife

Choose Your Point of Entry

Unlocks later

Once your lineage has reached deeper organs, a map of area cards lets you start in any organ you've already reached. Each card shows the organ and its boss.

  • Unreached areas stay greyed out until you get there
  • The Nasal Passage remains the normal starting point
  • Backing out is free; nothing is spent until the run begins

Head Start Draft

Deeper start

Starting past the first organ opens a draft of traits to make up for the organs you skipped. You always get the same number of picks, however deep you start.

  • Picking the same trait twice stacks it
  • Better trait tiers show up the deeper you start
  • Reaching a new organ announces it as a fresh starting point

Action Buttons Open One at a Time

New saves

A brand-new save shows only the DASH button. Your signature ability appears after your first finished run and your ultimate after your second, so you learn them one by one.

  • Each new button arrives with a notice explaining how it charges
  • The SKILL button appears once you equip an active skill

First-Encounter Briefings

Learning

The first time you meet an enemy, boss, room type, hazard or system, a short notice slides in at the bottom of the screen without pausing the action.

  • Full briefings stay in the pause menu for the run
  • Each briefing has In Game and Real World tabs
  • Meeting something new also unlocks its Codex entry

Runs That Grow With You

Onboarding

New saves fight in compact single-screen rooms with a single wave. As your lineage grows, bigger rooms, narrow corridors and longer multi-wave fights gradually open up.

  • Growth follows your best virus's level and longest lineage
  • Fight rooms grow from a single screen to sprawling spaces
  • Waves fill out to full strength as you progress

Procedural organs

The Organ Map

Each organ is a branching map of rooms, generated fresh every run. Beat the boss at the far end to descend, from the Nasal Passage to the Brain.

Branching Room Maps

Every organ

Maps grow like a tree from the start room, with clear dead ends and no loops. The boss waits at the deepest dead end, and every organ holds a Mutation Chamber and a Gene Chamber.

Start Room

Room type

Where you arrive in each organ: a calm, already-cleared single-screen room. Arriving shows the organ's name and your goal, and this room never rolls a tier.

Fight Rooms

Room type

Most rooms are fights, in many sizes and shapes: rectangles, L-shapes, crosses, U-shapes, rings and narrow corridors. Tissue walls and nodules give cover, and clear lanes always link every door to the centre.

Waves

Combat

The first wave lingers around the room unaware of you, while later waves pour in as reinforcements already hunting you. Later organs, rooms farther from the start and bigger rooms all bring more waves.

Doors

Combat

Doors seal while anything hunts you and stay shut until the room is clear, though tumor rooms never lock. Once you've seen a room, its door glows in that room's colour.

Clearing a Fight

Rewards

Clearing a fight room heals you a little and can leave a mutation orb or a vesicle chest behind. As your lineage grows, a rival virus or a run modifier may turn up too.

Boss Room & Descending

End of organ

Beat the organ's boss for loot and a passage down; you confirm first, since there's no coming back, and descending heals you. Defeat the Microglia in the Brain to fully infect the host.

Arriving in a New Organ

Transition

Each organ is a clean slate: leftover pickups stay behind, and running power-ups and CRISPR wear off. Killer T cells lose your trail, but a tumor left alive follows you down as a metastasis.

Pushing Deeper in One Run

Difficulty

In Infect Game Mode, every organ you push past your starting organ in a single run makes cells tougher. Starting deeper resets this, so a fresh deep start meets the organ at its base strength.

Leftovers

Exploration

Pickups you didn't collect stay exactly where you left them, from nucleotides and gear to untaken mutation orbs. Walk out of a fight mid-wave and it resumes from the wave you reached.

Nasal Passage

First organ

The first organ, where you hunt down the Mast Cell. Mucus puddles slow you, sneezing nerve endings and cilia carpets push you around, and the Mucolytic Enzyme gene opens its mucus plugs.

Lungs

Second organ

Reach the Alveolar Macrophage past coughing nerve endings, cilia carpets and gusting air sacs. The Fusion Peptide gene found here lets you slip through tight junctions.

Bloodstream

Third organ

Ride the current to the Plasma Cell while drifting red blood cells shove you around. There are no nerve endings in the blood, and the Plasminogen Activator gene dissolves fibrin clots.

Lymph Node

Fourth organ

Break the Follicular Helper T Cell's command. Reticular fibres strung across rooms snag you and cells alike, and the Plasminogen Activator gene opens the way again.

Gut

Fifth organ

Get past the Paneth Cell's defensins. Peristalsis waves sweep through rooms, carrying everything with them, and the Mucolytic Enzyme gene returns to clear the mucus plugs.

Liver

Sixth organ

Survive the Kupffer Cell's filter while bile ducts spray across the room. The Fusion Peptide gene opens the way, and from here on, mutation orb offers are never Common.

Bone Marrow

Seventh organ

Take over the Hematopoietic Stem Cell. Stem cell niches let you heal at the cost of fresh neutrophils, and the Mucolytic Enzyme gene opens the sealed door.

Brain

Final organ

Cross the blood-brain barrier, where every cell takes less damage, and defeat the Microglia to win the run. Synapses arc electricity between neurons, and the Fusion Peptide gene opens the way.

Metroidvania gates

Sealed Doors & Genes

Every organ seals one door until you carry its gene. That gene waits in a Gene Chamber, guarded by a key guardian, reachable without passing that door.

Sealed Door

Gate

A door the host has sealed shut with a mucus plug, a tight junction or a fibrin clot. Usually it blocks the way to the boss; otherwise it guards the Mutation Chamber.

  • Walking into it tells you which gene you need
  • The minimap draws the sealed link in the gene's colour
  • Carrying the gene dissolves it for good, on both sides

Mucolytic Enzyme

Gene

Dissolves mucus plugs, and mucus no longer slows you down. You'll find it in the Nasal Passage, the Gut and the Bone Marrow.

  • Opens sealed mucus plugs for good
  • Makes you immune to sticky mucus puddles

Fusion Peptide

Gene

Lets you slip through tight junctions, and your dash damages any cell you pass through. You'll find it in the Lungs, the Liver and the Brain.

  • Turns every dash into an attack
  • Dash hits land even through a Transcytosis teleport

Plasminogen Activator

Gene

Dissolves fibrin clots, and platelet clots no longer slow you down. You'll find it in the Bloodstream and the Lymph Node.

  • Opens sealed fibrin clots for good
  • Lets you move freely through platelet clots

Beyond the fights

Special Rooms

Special rooms play by their own rules and are outlined in colour on the minimap. Some appear in every organ; others unlock as you level up.

A key guardian in the Gut
A key guardian in the Gut

Mutation Chamber

Every organ

An upgrade room at a dead end where a loose strand of DNA drifts. Inside you'll find a free mutation orb, a vesicle chest and a few nucleotides.

  • Touch the orb to choose a trait
  • One in every organ, signed UPGRADE CHAMBER

Gene Chamber

Every organ

A key guardian holds this organ's gene. Beat it, take the gene from where the guardian stood, and the sealed door is yours to open.

  • Usually tucked away in a dead end
  • The gene also grants a lasting passive bonus for the run

Receptor Puzzle

Puzzle

Bind every receptor at once: pads sit on a ring around the room, and you must light them all before the first one fades.

  • Each pad stays lit briefly after you step off
  • At most one puzzle per organ

Signal Puzzle

Puzzle

Repeat the signal: watch the pads flash in order, then step on them in the same order. It's a memory test in the middle of a hostile organ.

  • A wrong pad raises Detection and replays the signal
  • Shares the one-puzzle-per-organ slot with the Receptor Puzzle

Puzzle Reward

Reward

Solving either puzzle releases a strand of DNA and a pile of loot: a mutation orb, a vesicle chest, nucleotides and Chaperone Proteins.

  • Detection drops as a bonus
  • In Pandemic Game Mode, a chance of an RNA Strand

Trade-off Altars

Choice room

A crossroads of altars, each a bargain offering something strong for a price. Step onto one to take it, or simply walk away.

  • Only one bargain can be taken
  • Always appears in the organ that introduces special rooms

Immune Siege

Event room

The doors seal and immune reinforcements keep pouring in. Survive until the timer runs out and the room's cells retreat, leaving a vesicle chest and a mutation orb.

  • Squads grow bigger in deeper organs
  • Getting knocked out fails the room, not the run

Mutagenic Pool

Event room

Bathe in the pool for a random trait, often a rare one, paid for with some of your current health. The price can never kill you.

  • Its trait roll is never Common
  • One use only

Lysis Chamber

Event room

The doors seal around a group of host cells, and you race the clock to burst as many as you can. Every one drops nucleotides.

  • Burst them all for a vesicle chest and mutation orb
  • When time runs out, the rest escape
  • Getting knocked out fails the room, not the run

Refuge

Event room

A quiet host cell: slip inside to heal and shake off the immune system. Detection drops and hunting cells lose track of you.

  • Bosses and Killer T cells keep hunting you
  • One use only

Event Room Frequency

Map

Each organ holds two or three different event rooms, picked from Immune Siege, Mutagenic Pool, Lysis Chamber and Refuge, so the mix changes from organ to organ.

  • Each kind appears at most once per organ
  • Event rooms and altars stay hidden until Special Rooms unlock

Tumor Room

Unlocks later

A cancer grows here, a different one in every organ. Destroy it for a huge payout before it spreads, or back out and let it keep growing.

  • The doors never lock, so you can always leave
  • The HUD tracks its stage and spread
  • Left alive, it follows you into the next organ

Gifts with prices

Trade-off Altar Offers

Each Trade-off Altars room shows a few of these bargains. Take one and the rest vanish, and your max HP can never drop below a safe minimum.

Cytolytic Pact

Altar

Trade toughness for power. You give up a slice of your maximum health in exchange for a big boost to the damage you deal.

  • Costs part of your max HP
  • Raises your damage sharply

Hypermutation

Altar

Two random traits at once, paid for with a chunk of your maximum health. A gamble that can kick-start a build in a single step.

  • Grants two random traits
  • Costs some of your max HP

Dormancy

Altar

A full heal that gets you noticed. Your health is restored completely, but the immune system's Detection jumps up in return.

  • Heals you to full
  • Raises Detection sharply

Thin Envelope

Altar

Faster but more fragile: your virus moves noticeably quicker, paid for with some of its maximum health. Good if you'd rather outrun hits than absorb them.

  • Boosts your move speed
  • Costs some of your max HP

Scavenge Debris

Altar

Grab a big pile of nucleotides with an even mix of every base, but the scavenging raises the alarm and pushes your Detection up.

  • Grants a pile of every nucleotide base
  • Raises Detection

Late unlock

Room Tiers

Once Room Tiers unlock, every room except the start rolls a tier from Common to Prismatic. Higher tiers carry more boons and more drawbacks.

Common Room

Common

A plain room with no traits at all. Common rooms are the norm early on and grow less frequent as you push deeper toward the Brain.

  • No boons and no drawbacks
  • Rarer in deeper organs

Uncommon Room

Uncommon

A small gift: one boon and no drawbacks. Uncommon rooms turn up at a steady rate in every organ, so they're a safe little bonus.

  • A single boon, nothing bad
  • Equally common in every organ

Rare Room

Rare

A fair trade: one boon balanced by one drawback. Rare rooms grow more common the deeper you go, so expect more of them near the Brain.

  • One boon, one drawback
  • More frequent in deeper organs

Epic Room

Epic

The scales tip your way: two boons against a single drawback. Epic rooms are uncommon early on but appear more often in deeper organs.

  • Two boons, one drawback
  • Turn up more often deeper in

Legendary Room

Legendary

High stakes: two boons and two drawbacks share the room. Legendary rooms are scarce in the Nasal Passage and grow more frequent toward the Brain.

  • Two boons, two drawbacks
  • Scarce early, more frequent deeper

Mythic Room

Mythic

A rare sight: three boons and two drawbacks, leaning in your favour while still biting back. Mythic rooms show up a little more often deep in the host.

  • Three boons, two drawbacks
  • Very rare, slightly likelier near the Brain

Prismatic Room

Prismatic

The rarest room of all: three boons and three drawbacks, outlined on the minimap in cycling rainbow colours. Finding one is a real event.

  • Three boons, three drawbacks
  • Rainbow outline on the minimap
  • Extremely rare in every organ

Boons and drawbacks

Room Traits

The boons and drawbacks a tiered room can carry. They only apply while you're inside, and opposite traits never share a room.

Nutrient-Rich

Boon

A generous room that yields far more nucleotides than usual, perfect for stocking up. It's the opposite of Barren, so the two never share a room.

Weakened Defenses

Boon

The cells here are frailer than normal and go down noticeably faster. It's the opposite of Fortified, so you'll never meet both in the same room.

Sluggish Cells

Boon

Cells in this room move slower than usual, giving you more space to dodge and reposition. It's the opposite of Frenzied, so they never appear together.

Receptive Tissue

Boon

The tissue here is especially receptive, so every hit you land deals more damage than usual. A simple, welcome boost for clearing the room faster.

Quiet Tissue

Boon

Detection rises much more slowly in this room, so you can fight longer before the immune system catches on. It's the opposite of Alarmed.

Mutagenic

Boon

Clearing this room always leaves a mutation orb behind, so fighting through it guarantees you a fresh trait to choose for your build.

Hidden Cache

Boon

Clearing this room leaves a vesicle chest behind, a membrane bubble you can burst open for loot such as gear, nucleotides and materials.

Restorative

Boon

Clearing this room heals a good chunk of your maximum health, with a RESTORED notice to let you know. A welcome breather on a long run.

Charged

Boon

Power-ups drop far more often in this room, including elemental power-ups and the rare CRISPR, so expect a burst of extra firepower.

Barren

Drawback

A meagre room that yields far fewer nucleotides than usual. It's the opposite of Nutrient-Rich, so the two never share a room.

Fortified

Drawback

The cells here are tougher than normal and take noticeably longer to bring down. It's the opposite of Weakened Defenses, so the two never share a room.

Frenzied

Drawback

Cells in this room move faster than usual, closing in quickly and leaving you less room to breathe. It's the opposite of Sluggish Cells.

Inflamed

Drawback

Cells in this room hit noticeably harder than usual, so every mistake costs more health. Lean on your dash and keep your distance.

Alarmed

Drawback

Detection climbs much faster in this room, so the immune system notices you sooner. It's the opposite of Quiet Tissue, so the two never share a room.

Elite Garrison

Drawback

Elite cells are far more common in this room, so expect tougher enemies with dangerous affixes. Their better loot can make the fight worth it.

Acidic

Drawback

The room slowly eats at you, draining health for as long as cells are hunting you. Luckily, it can never finish you off on its own.

Tissue fights back

Hazards, Pits & Shafts

Each organ has its own family of living hazards, and they hurt cells as readily as they hurt you, so lure the immune system into them.

Abyss Pits

Hazard

Bottomless gaps in the tissue. Dash over them safely, but stop on one and you fall in, losing a chunk of health before climbing out at the edge.

  • Shove cells into a pit and they die
  • Falling only kills if it empties your health
  • A fall mid-challenge fails the challenge instead

Drop Shaft

Shortcut

A glowing shaft hidden in some organs. Walk in and the current sweeps you into a freshly reshuffled layout of the same organ.

  • Shows SWEPT AWAY when you land
  • Found shafts get a teal dot on the minimap

Mucus Puddles

Nasal Passage

Sticky puddles that slow you right down while you stand in them. They appear in every Nasal Passage room, starting from your very first run.

  • The Mucolytic Enzyme gene makes you immune
  • The first hazard every new player meets

Nerve Endings

Nasal & Lungs

Glowing nerve fibres in the walls. Linger on one, or shoot it, and it fires a reflex blast that flings everything nearby: a sneeze in the nose, a cough in the Lungs.

  • Touching it raises Detection; shooting it doesn't
  • Fling cells into an abyss to finish them
  • Every boss room in these organs has several

Cilia Carpet

Nasal & Lungs

Carpets of beating hairs that carry anything standing on them in the direction the arrows point, you and immune cells alike.

  • Dash to cross against the flow
  • Let the current sweep cells into pits

Air Sacs

Lungs

Alveoli on the walls swell up, then exhale a gust that blows you and nearby cells away, clearing enemy shots out of the air as well.

  • Watch them swell before they exhale
  • Gusts wipe away incoming enemy shots

Red Blood Cells

Bloodstream

Solid cells drifting along with the flow. They shove you around and soak up shots from both sides, acting as moving cover.

  • A few of your shots burst one
  • Fresh ones keep drifting in from upstream

Reticular Fibres

Lymph Node

Fibres strung across the room that drag you down to a crawl and snag cells too. Shoot them to snap them and clear your path.

  • A couple of shots snap a fibre
  • They slow immune cells as well

Peristalsis

Gut

Every so often the gut wall clenches and a wave sweeps across the room, carrying everything along with it, you and the cells alike.

  • Watch for the flashing band
  • Dash through the wave as it passes

Bile Duct

Liver

Ducts in the walls spray a jet of bile across the room after a flashing warning line. It burns cells far worse than it burns you.

  • Read the warning line and step aside
  • Lure cells into the spray

Stem Cell Niche

Bone Marrow

A pod of young blood cells. Burst it by touch or with a shot to heal, but fresh neutrophils pour out to join the fight.

  • A handy heal whenever you need one
  • Releases new neutrophils when burst

Synapse

Brain

Pairs of neurons that fire an electric arc between them every few seconds, after a flickering warning. The arc hurts cells too, so use it.

  • Shoot a neuron to fire it early
  • Time it to fry cells caught between them

Mutation orbs

Traits

Mutation orbs offer a choice of traits that last the whole run. Pick the same trait again and it stacks, and new families unlock as you level up.

Virulence

Stat trait

The simplest upgrade there is: it raises all of your damage. Every extra pick compounds on top of the last, so stacking it pays off quickly.

Rapid Replication

Stat trait

Your virus fires faster, putting more shots into every fight. Like other stat traits, each extra pick compounds with the ones you already hold.

Streamlined Capsid

Stat trait

Raises your move speed so you can weave through crowds and dodge more easily. Each extra pick compounds with the ones you already hold.

Lipid Envelope

Stat trait

Raises your maximum health and heals you by the same amount on the spot, making it both a safety net and an instant top-up.

Segmented Genome

Stat trait

Adds extra projectiles to every shot, with even more at the highest tiers. It's offered rarely, and grows rarer still each time you take it.

Neuraminidase Boost

Stat trait

Your shots pierce through extra cells, more at higher tiers. It's also one of the shot-changing traits that pair up into synergies.

Reassortment

Stat trait

Your signature ability charges faster and refills right away. Each extra pick compounds, so you can lean hard on your class power.

Pyrogenic Fever

Status trait

Your shots set cells burning, dealing damage over time after each hit. Higher tiers make the flames hotter, turning every shot into a lingering threat.

NSP4 Enterotoxin

Status trait

Your shots poison cells, and the poison stacks up with repeated hits. Higher tiers make each stack hurt more, rewarding steady fire on one target.

Cold Adaptation

Status trait

Your shots sometimes chill a cell and slow it down for a moment. Higher tiers deepen the slow, though a cell only carries one chill at a time.

M2 Ion Channel

Status trait

Your shots turn electric: they tear through shields, can shock, and arc to a nearby cell. Armor isn't affected, so it shines against shielded enemies.

Lytic Burst

Projectile trait

Shots burst on impact, hurting every cell around the hit. The blast grows with each pick, and it's one of the shot-changing traits behind synergies.

Cell-to-Cell Spread

Projectile trait

Your shots jump on to more cells after the first hit, chaining through a crowd. Higher tiers add more jumps, and it's a shot-changing trait for synergies.

Fomite Ricochet

Projectile trait

Shots bounce off walls and tissue instead of stopping, so missed shots get a second chance. Higher tiers add more bounces, and it forms synergies too.

Endosomal Recycling

Projectile trait

Shots fly out to full range and come back, hitting again on the return. Extra picks add more round trips; it's rarely offered and forms synergies.

Satellite Virus

Projectile trait

Satellite virions orbit around you and damage any cell they touch. Higher tiers add more satellites and make each one hit harder, building a spinning ring of damage.

Syncytial Pulse

Projectile trait

You release a pulse of damage around yourself on a regular timer. Higher tiers pulse more often and hit much harder, punishing cells that crowd in close.

Lateral Budding

Projectile trait

Small homing darts bud off both your sides on a timer. More strength fires them more often and adds extra pairs, though darts don't carry your other shot traits.

Stolen Membrane

Defence trait

A shield that soaks up incoming hits and recharges after a short break from damage. It shows as a cyan line under your health bar.

Glycan Armor

Defence trait

Armor that absorbs part of every hit and regrows once you avoid damage for a while. It shows as a grey line under your health bar.

Incubation Period

Survival trait

Grants an extra life: the next time you'd die, you go dormant and respawn with part of your health. It's very rarely offered and needs Extra Lives unlocked.

Shedding Burst

Dash trait

Every dash bursts where you leave, then leaves behind a ring that keeps hitting cells. More dash-burst traits make the ring bigger and longer-lasting.

Febrile Wake

Dash trait

Your dash bursts leave a ring that sets cells burning. It shares a single ring with your other dash-burst traits, so their effects combine in one spot.

Toxic Wake

Dash trait

Your dash bursts poison cells and leave a toxic ring behind, which keeps adding more poison to anything that lingers inside it.

Cold Snap

Dash trait

Your dash bursts leave a chilling ring that can slow cells for a moment. Higher tiers make the slow stronger, helping you escape or kite a crowd.

Ion Surge

Dash trait

Your dash bursts leave a charged ring that jolts cells with electric damage. Higher tiers make every jolt hit much harder.

Aerosol Plume

Dash trait

Makes your dash bursts and their rings bigger, spreading every dash effect over more ground. It's only offered once you already hold a dash-burst trait.

Transcytosis

Dash trait

Your dash becomes a teleport through cells and tissue walls, reaching farther at higher tiers. It always lands at the farthest safe spot, never in a wall or pit.

Helper Virions

Companion

A little helper virion follows you around and keeps shooting the nearest cell. Each extra pick adds another helper, building a small escort of your own.

Guide RNA Library

Power-up trait

Every power-up lasts longer, CRISPR included, giving you more time to rampage while it's active. Higher tiers stretch the duration even further.

Spacer Acquisition

Power-up trait

Every power-up appears more often, CRISPR included, so you spend more of each fight powered up. Higher tiers raise the drop rate much further.

Cas Cascade

Power-up trait

Every power-up starts and ends with a big blast around you. The blast grows with each pick, turning every pickup into a double explosion.

Gene Drive

Power-up trait

Every kill while a power-up is running keeps it going longer. With CRISPR, every cell you cut extends it, so a good streak can last a long time.

Elemental Potency

Power-up trait

Makes every elemental power-up stronger, from Chain Lightning to Umbra. Higher tiers push the boost much further for players who love chasing power-ups.

Oncolytic Payload

Cancer trait

Deal more damage to tumors and their cells, helping you destroy a cancer before it spreads. It unlocks alongside Tumors & Metastasis.

Common to Prismatic

Trait Tiers

Every offered trait rolls a tier that multiplies its strength. Deeper organs improve the odds, and your virus's milestones cap how high a tier can go.

Common

Baseline

The baseline tier, giving a trait its normal strength. It's the most frequent offer early on, but from the Liver onward, offers are never Common.

  • Normal trait strength
  • Disappears from offers from the Liver on
  • The Mutagenic Pool never rolls Common

Uncommon

Green tier

The green tier, a step up from Common with noticeably stronger traits. Uncommon offers show up regularly, even in the Nasal Passage.

  • A solid boost over Common
  • Frequent from the very first organ

Rare

Blue tier

The blue tier, and the highest a brand-new virus can roll. Rare traits pack a real punch and become more common as you push deeper.

  • The tier cap for a new virus
  • Odds improve in every deeper organ

Epic

Purple tier

The purple tier, where traits get seriously strong. It only appears once your virus reaches the Epic & better traits milestone, and deeper organs raise its odds.

  • Unlocks with a later virus milestone
  • Much stronger than Rare

Legendary

Orange tier

The orange tier, a big jump in power that's rare even in deeper organs. It unlocks with the Legendary & mythic traits milestone, later in your lineage.

  • Needs a high level and a long lineage
  • Scarce in every organ

Mythic

Red tier

The red tier, a truly rare roll that makes any trait hit far harder. At this tier, Segmented Genome even adds an extra projectile on top.

  • Extremely rare in early organs
  • Boosts Segmented Genome's projectile bonus

Prismatic

Top tier

The top tier, shown in cycling rainbow colours. It's the rarest trait roll of all, a little likelier in the Brain, and makes any trait enormously stronger.

  • Rainbow-coloured, impossible to miss
  • Slightly likelier deep in the host
  • Unlocks with the top trait milestone

Shot-trait pairs

Synergies

Five traits change how your auto-attack behaves. Hold any two and their pair synergy switches on instantly, with no limit to how many you can hold.

Shredder

Recycling + Neuraminidase

Returning shots already pass through cells, so pierce turns into raw power. Every cell a shot cuts through makes the rest of its trip hit harder.

  • Damage builds with every cell pierced
  • The bonus lasts for the shot's whole trip

Rebound

Recycling + Fomite

Every bounce becomes an extra round trip, so instead of fading, your shots fly back out again and keep working the room.

  • Bounces turn into extra return trips
  • Shots stay in play much longer

Turnaround Burst

Recycling + Lytic

Your shots burst at the exact point where they turn around, right in the middle of the crowd you were aiming at.

  • Bursts land at the far end of each shot
  • Hits crowds you're keeping at a distance

Live Wire

Recycling + Spread

Shots on their way back zap the nearest cell over and over, turning every return trip into a crackling sweep of extra damage.

  • Returning shots fire rapid zaps
  • Each zap hits the nearest cell

Ricochet Drill

Neuraminidase + Fomite

Each bounce restores a pierce and adds damage, so shots that ricochet around a room keep drilling through cells and hitting harder.

  • Bounces refill your pierce
  • Every bounce adds damage

Fragmentation

Neuraminidase + Lytic

After passing through a cell, a shot's bursts get wider and stronger, so piercing shots explode with extra force deeper in a crowd.

  • Piercing powers up your bursts
  • Bursts grow wider and hit harder

Arc Through

Neuraminidase + Spread

Chain jumps pierce just like the shot that started them, so every jump can slice through a whole line of cells.

  • Chain jumps inherit your pierce
  • Each jump can pass through several cells

Cluster Bounce

Fomite + Lytic

Every bounce off a wall sets off a burst where it hits, so ricochets turn the edges of the room into a minefield.

  • Wall bounces trigger bursts
  • Turns walls and tissue into blast zones

Pinball

Fomite + Spread

Every bounce fires a chain jump at the nearest cell, sending your shots ricocheting around the room like a pinball machine.

  • Each bounce launches a chain jump
  • Jumps seek out the nearest cell

Chain Reaction

Lytic + Spread

Every burst arcs to one more cell outside its blast, dealing electric damage, so explosions keep spreading through the crowd.

  • Bursts arc beyond their blast radius
  • The arc deals electric damage

Early unlock

Power-ups

Power-ups drop from the first cells you kill, never the last, so there's always a fight to use them on. Several can run at once.

CRISPR

Ultimate power-up

The rarest power-up, and it works like a star: for a short time you're invincible and faster, and every ordinary cell you touch is cut apart.

  • Bosses and tumor cores take heavy repeated damage instead
  • Rainbow screen edges and a countdown show it's active
  • A short grace period after it ends

Spike Shield

Elemental

Run over cells to shred them while nothing can hurt you. You move a little faster, and every touch damages a cell and shoves it aside.

  • Total invincibility while it lasts
  • A short grace period after it ends

Chain Lightning

Elemental

Lightning arcs out of you and chains between cells in rapid bursts, dealing electric damage to every cell it jumps through.

  • Fires bolts automatically around you
  • Each bolt chains through several cells

Fire Cross

Elemental

Four flamethrower jets spin around you, scorching everything they sweep across and leaving cells burning even after the flames have passed.

  • Jets spin constantly around you
  • Every hit leaves cells burning

Tidal Pulse

Elemental

Waves pulse out of you over and over, pushing cells back and washing away any enemy shots caught inside them.

  • Knocks cells away with each wave
  • Clears enemy shots inside the wave

Gale Force

Elemental

You move much faster and blow enemy shots back at the cells that fired them, while nearby cells are pushed away.

  • A big boost to move speed
  • Reflected shots damage cells
  • Pushes nearby cells away

Stone Skin

Elemental

You take far less damage while a ring of boulders orbits you, crushing cells they hit and stopping enemy shots in their tracks.

  • Heavy damage reduction
  • Orbiting boulders hit hard and block shots

Frost Aura

Elemental

Every cell near you is slowed and chilled, and each moment there's a small chance one freezes solid. Bosses are slowed less and never freeze.

  • Slows every cell in the aura
  • Chills deal steady damage
  • Bosses never freeze

Mist Veil

Elemental

Most hits drift harmlessly through you, shown as MISS, while cells caught in the mist build up poison stacks over time.

  • Most attacks miss you entirely
  • Elemental Potency makes misses even likelier
  • Poisons cells inside the mist

Radiance

Elemental

You heal steadily over time while bursts of light flare out and burn nearby cells, making it a lifesaver in a tight fight.

  • Steady healing while it lasts
  • Regular bursts of light damage cells

Umbra

Elemental

A wide dark aura drains cells to heal you, drained cells burst into shadow novas, and your shots hit much harder while it lasts.

  • Drains cells around you to heal
  • Drained cells explode into shadow novas
  • Your shots deal much more damage

Floor loot

Drops & Pickups

What cells, chests and rooms leave behind during a run. Pickups from one organ don't follow you into the next.

Mutation Orb

In-run

A glowing DNA orb: touch it to choose one of three traits for the rest of the run. Cleared fights often leave one behind.

  • Guaranteed from Mutation Chambers, puzzles and bosses
  • Also guaranteed from won Sieges and Lysis Chambers

Vesicle Chest

In-run

A membrane bubble you walk into to burst open. Inside are nucleotides and Polymerase Shards, sometimes gear or a Chaperone Protein, and very rarely a Dormant Virion.

  • Cleared fights occasionally leave one
  • Also found in chambers, puzzles and events

Nucleotides

Currency

Piles of A, T, C and G that drop from every cell you kill, counted on the HUD during the run. You spend them on Petri Lab upgrades, gear combining and more.

  • Guanine is the scarcest base
  • Nearby piles merge into bigger pickups

Polymerase Shard

Material

The common material for enhancing your gear. Kills drop them fairly often, and every vesicle chest holds a handful, so they pile up quickly.

  • Drops regularly from ordinary kills
  • Every vesicle chest holds several

Chaperone Protein

Material

A material for enhancing gear from its first enhancement upward. Bosses drop several, Killer T cells and solved puzzles give a few, and many vesicle chests hold one.

  • Bosses drop several at once
  • Killer T cells and puzzles give some too

Ribozyme Core

Endless Game Mode

The rare material for pushing gear to its highest enhancements, dropping only in Endless Game Mode. In Infect Game Mode and Pandemic Game Mode, it condenses into Chaperone Proteins instead.

  • Exclusive to Endless Game Mode
  • Unlocks the top range of gear enhancement

RNA Strand

Pandemic Game Mode

A rare purple strand used for advanced Petri Lab upgrades and skill tree respecs. It only drops in Pandemic Game Mode and breaks down into nucleotides elsewhere.

  • Occasionally drops from ordinary kills
  • Killer T cells, bosses, puzzles and tumors can drop it

Gear

Equipment

Equipable gear drops mid-run with a NEW GEAR notice showing its level and tier. Elites drop it far more often, and in better tiers, than ordinary cells.

  • Every boss drops a named set piece
  • Killer T cells and vesicle chests can hold gear

Dormant Virion

Extra life

A rare amber cyst labelled EXTRA LIFE, storing an incubation for this run. Bosses, rival viruses, tumors, treatments and tough elites can all drop one.

  • At most one per organ
  • Each one this run makes the next rarer
  • None drop while your extra lives are full

Run Modifier Drop

Unlocks later

Once Run Modifiers unlock, a finished modifier can drop and go straight into your stock, with a MODIFIER FOUND notice to celebrate.

  • Bosses are the likeliest source
  • Cleared fights and higher-tier elites can drop one too

Second chances

Extra Lives & Survival

A run ends when your health hits zero, unless you're holding a stored incubation. Extra lives arrive once the Extra Lives mechanic unlocks.

Going Dormant

Extra life

When you'd die, a stored incubation is spent instead: you collapse into a dormant cyst and re-emerge a moment later at the safest spot in the room.

  • Enemy shots fizzle while you're dormant
  • Ordinary cells lose track; bosses and Killer T cells don't
  • Works on any death, even a fall into an abyss

Extra Life Counter

Limited stock

Extra lives come from Dormant Virion drops and the Incubation Period trait, and last only for the current run. You can only hold a few at a time.

  • An hourglass counter sits at the end of your health bar
  • Extra lives vanish when the run ends

Challenge Knockouts

Safety net

Being knocked out during an Immune Siege or Lysis Chamber fails the room, not the run, so these challenges are always worth a try.

  • You recover to the health you came in with
  • Falling into a pit mid-challenge works the same way

Healing During a Run

Recovery

Health comes back in set amounts as you make progress: clearing fights, beating bosses and descending to the next organ all patch you up.

  • Refuges, Restorative rooms and stem cell niches heal you
  • The Dormancy altar restores you to full
  • Radiance and Umbra power-ups heal over time

The SKILL button

Active Skills

Equip one active skill from the skill tree and it gets its own SKILL button and cooldown. Each skill grows stronger and recharges faster as it ranks up.

Viral Burst

Active skill

Blast every cell near you and knock them all back, clearing space when a crowd closes in. Higher ranks hit harder and come back sooner.

  • Hits every nearby cell at once
  • Knockback buys you breathing room

Aerosolize

Active skill

Turn to mist for a moment, becoming untouchable and much faster. It's a clean escape button, and higher ranks keep you misty for longer.

  • Complete invulnerability while active
  • A big burst of speed

Seasonal Rebound

Active skill

Heal a chunk of your health and take reduced damage for a short time, perfect for turning a losing fight around. Higher ranks heal more and recharge faster.

  • Instant healing when you need it
  • Briefly reduces all damage you take

Move, dodge, fire

Controls

You steer and dodge while your virus aims and fires on its own. Play with touch, keyboard, mouse or a game controller.

Movement

Controls

On touch screens, a floating joystick appears wherever you touch the left side of the screen. Keyboard, mouse and game controllers all work too.

  • Keyboard uses the arrow keys
  • Hold the mouse button to head for the pointer
  • Xbox, PlayStation, Switch Pro and MFi controllers supported

Auto-Attack

Auto-aim

Your virus fires on its own at the nearest cell it can see, so you can focus on moving. It never fires through tissue.

  • Reaches farther for cells already hunting you
  • Only targets unaware cells up close

Ambush

Stealth

Hit a cell before it notices you and you deal heavy bonus damage, with an AMBUSH callout. The hit alerts that cell, and it starts hunting you.

  • Rewards catching cells unaware
  • The ambushed cell turns and hunts you

Dash

Dodge

A quick burst of movement you can't be hurt during, with a moment of protection after. It recharges fast and carries you safely over abyss pits.

  • The DASH button's ring shows the recharge
  • Dash-burst traits blast the spot you leave
  • Transcytosis turns it into a teleport

Signature Ability

Shift button

Your class's signature ability charges as you kill. Tap it when the ring is full and glowing, but beware: using it raises Detection.

  • Named SHIFT, LATENT, BLEED or VARIANT for each virus
  • Charges through kills

Ultimate

ULT button

Your ultimate charges as you hit and kill cells and glows when it's ready. Each virus has its own, from Pandemic to Superspreader Event.

  • Influenza A, Retrovirus, Filovirus and Halovirus each have one
  • A short lockout follows each use

Keyboard & Controller Layout

Mac & iPad

Keys are laid out like a controller's face buttons, so switching between keyboard and gamepad feels natural. Controller buttons can be remapped in Settings.

  • Space dashes, and right-click dashes too
  • D, W and A trigger signature, ultimate and skill
  • Esc or P pauses the game

Pause Menu

Controls

The pause button in the top right freezes the run and gives you a full picture of your build and the room you're in.

  • Lists every trait you hold with combined totals
  • Shows the current room's boons and drawbacks
  • Keeps briefings for everything you've met this run

Reading the screen

The HUD

Everything you need mid-fight sits around the play window: health top left, the immune system's mood top right, buttons bottom right.

Health Bar

Top left

A heart and a health bar that shift from green to yellow to red as you take damage, with a draining trail so every hit reads clearly. At low health the screen edges pulse red.

Extra Lives

Top left

An hourglass at the end of your health bar shows how many stored incubations you have, so you always know how many second chances remain.

Class Pill

Top strip

A pill beside your health shows your virus's live state, such as Influenza A's current shot type, Retrovirus's stored cells, Filovirus's bleeding cells or Halovirus's current variant form.

Organ & Progress

Top right

The organ's name and how many of its fights you've cleared so far, so you can see your progress at a glance. Endless Game Mode shows the set number instead.

Detection Eye

Immune panel

An eye meter tracks how aware the immune system is of you, shifting from calm green to wary yellow to a pulsing hunted red. Fill it and Killer T cells come for you.

Immune System Level

Late unlock

A level shown beside the eye reveals how much the immune system has learned. It climbs with every organ you reach and every Killer T generation you destroy.

Cytokine Storm Meter

Late unlock

A thin bar with a hurricane icon under Detection shows how far ahead your build is. Push it past its mark and the immune system sends crimson adapted cells.

Immune Alert & Nucleotides

Immune panel

A flame shows the Immune Alert level, which rises over time and makes new cells tougher, while a hexagon counts the nucleotides you've gathered this run.

Minimap

Right column

Shows the rooms you've visited and the ones beside them, colour-coded by status, with special rooms outlined, a skull for the boss and sealed doors in their gene's colour.

Genes Carried

Right column

A line under the minimap lists the genes you're carrying, such as MUCOLYTIC, FUSION and PLASMIN, so you always know which sealed doors you can open.

Boss Bar

Top centre

When you face a boss, its name and health bar stretch across the top of the play window so you can track the fight at a glance.

Wave Pill

Top centre

Shows the current wave out of the total, how many cells are left and a pip for each wave. Its outline turns red on the final wave.

Event Timer

Top centre

During an Immune Siege or Lysis Chamber, a countdown pill shows the time left and what's happening. It turns red and pulses as time runs out.

Power-up Timers

Top centre

Each running power-up lists its name and remaining time on its own line, while CRISPR gets a special countdown in shifting rainbow colours.

Immune Adapting Warning

Top centre

A red line warns you when the immune system has started resisting one of your shot types, a hint that it might be time to mix things up.

Tumor Tracker

Bottom left

Counts down to the tumor's next growth or spread and shows its current stage and how far it has spread, so you know how long you can wait.

Action Buttons

Bottom right

DASH, your signature ability, ULT and SKILL sit in a staggered cluster, each ringed by its charge or cooldown. The signature and ultimate buttons glow when ready.

Grows with you

What Unlocks as You Level

New players aren't buried in systems on their first run. Each mechanic unlocks for your whole save as you level, then arrives in your next run.

Power-ups

Early unlock

Elemental power-ups and CRISPR start dropping from the first cells you kill in a fight. This milestone also opens the power-up traits for your mutation orbs.

Special Rooms

Early unlock

Trade-off altars, receptor puzzles and event rooms such as the Immune Siege, Mutagenic Pool, Lysis Chamber and Refuge start appearing across the organs.

Elite Cells & Affixes

Early unlock

Cells can now come in stronger tiers with affixes like Shielded, Swift or Vampiric. They're tougher to take down, but they drop better loot.

Extra Lives

Early unlock

Dormant Virions can now drop from tough enemies, each one an extra life. The organ that introduces them hands you one after a cleared fight.

Killer T Cells

Mid unlock

Filling Detection all the way sends elite hunters after you, and they follow you from room to room, so staying hidden matters more than ever.

Tumors & Metastasis

Mid unlock

Most organs now grow a tumor that spreads over time and follows you down if left alive. This also opens the Oncolytic Payload trait.

Hazards

Mid unlock

Each organ's living hazards appear, along with abyss pits and drop shafts. The organ that introduces them has hazards in every fight room.

Rival Viruses

Mid unlock

Other viruses competing for the same host can now show up after a fight, adding a fresh threat and a chance at a Dormant Virion.

Treatments

Late unlock

When Detection runs high, the host may fight back with antivirals, a vaccine booster or interferon, so keeping a low profile pays off.

Room Tiers

Late unlock

Rooms start rolling tiers with boons and drawbacks, outlined on the minimap. The organ that introduces them upgrades many of its plain rooms to Uncommon or Rare.

Cytokine Storm

Late unlock

A build that gets too strong fills the storm meter and draws adapted cells, so the immune system keeps pace with your growing power.

The Immune System Learns

Late unlock

Lean too hard on one shot type and cells start resisting it. An L level appears by the Detection eye to show how much the immune system has learned.

Hosts & Host Traits

Lineage unlock

Each host now carries hidden traits, revealed when you infect it, so every new body you take over plays a little differently.

Status Traits

Early unlock

Burning, poison, chill and shock traits can be offered, from Pyrogenic Fever and Cold Adaptation to dash-burst versions like Febrile Wake and Ion Surge.

Start in Deeper Areas

Lineage unlock

Skip ahead to any area you've already reached, with a head start draft of traits to make up for the organs you skip.

Projectile Traits

Early unlock

Bursting, chaining, bouncing, returning and orbiting shots join the trait pool, including Lytic Burst, Fomite Ricochet, Satellite Virus and Lateral Budding.

Epic & Better Traits

Mid unlock

Trait offers can now roll the purple Epic tier, a big step up in strength from anything a brand-new virus can find.

Defence Traits

Mid unlock

Stolen Membrane shields, Glycan Armor and the Incubation Period extra life join the trait pool, giving your build real staying power.

Legendary & Mythic Traits

Late lineage unlock

Trait offers can roll orange, red and even Prismatic tiers, the strongest in the game, once your virus is high level with a long lineage behind it.

Next up

Level Up

XP, a three-branch skill tree, the Petri Lab, modifiers and hundreds of challenges.