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Steam News19 December 20256mo ago

Update 0.2.0 "Collapsing Clusters" is LIVE!

Hello Runners! 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.

Full notes

Full Into The Grid update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello Runners!

What changed

5 fixes5 additions5 changes5 removals
  • Maps
  • Server
  • Gameplay
  • Fixes
  • UI and audio
  • Events
addedWe’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.
changedWe’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.
addedThis 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.
removedNow, 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.
changedAll Tool icons have been upgraded.
fixedFixed a bug that made Ghost Driver affect Protocol cards.

Into The Grid changes

addedWe’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.
changedWe’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.
addedThis 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.
removedNow, 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.
changedAll Tool icons have been upgraded.

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.

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.

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.

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.

  • All Tool icons have been upgraded.

  • Fixed a bug that made Ghost Driver affect Protocol cards.

  • Fixed a bug that made Fang Strike count as a "Codeslash" card.

  • Fixed a bug that made using a Teleporter not work when the Grid is completely revealed.

  • Fixed a bug that made some tooltips remain on screen even when not hovering over them.

  • Upgrader, Remover and Driver Nodes are now limited to one of each per Layer.

  • Rehashing Driver and Compiler Nodes no longer boosts the rarity of the reward offered. Instead, it now shows one extra option to choose from.

  • Data Gates are now Intel Gates.

  • Heavy Gates are now Trace Gates.

  • Raising the Alarm Level no longer closes Gates, but spawns more Sentinels.

  • Log Scrubbers now reduce Trace by 3 instead of 4.

  • Hashkeys are no longer available on Sur.Face.

  • Combat Drivers are now available on Sur.Face.

  • 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.

  • Darwin's Touch is now: "Trigger 1 random Assist effect and reduce its counter," and it now costs less VIM.

  • Darwin's Augmented Touch is now: "Trigger 1 random Assist effect and without reducing its counter."

  • Darwin's Repurpose is now: "Discard the rightmost card in your hand," and it now costs less VIM.

  • Darwin's Augmented Repurpose is now: "Choose a card to Discard."

  • Darwin's Augmented Strategize is now: "Create 2 random Scripts. Preserve all Script cards in hand until next turn."

  • Darwin's Replicate is now: "Every time you create any amount of Scripts, create one extra," and it now costs less VIM.

  • Darwin's Augmented Replicate effect is the same as the base one, but it costs even less VIM.

  • Darwin's Augmented Prepare is now: "Next turn, gain 1 Clock and draw 1 extra card."

  • 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.
Card NameClockVIMEffect
Paper Crane12Gain 20 BARRIER. Discard 1 card. On-Discard: Gain 20 BARRIER.
Upgraded Paper Crane12Gain 30 BARRIER. Discard 1 card. On-Discard: Gain 30 BARRIER.
Captain Commandogs12Deal 25 DMG. Assist 1: Augment a random Command.
Upgraded Captain Commandogs13Deal 30 DMG. Assist 2: Augment a random Command.
Air Superiority11Draw 1 card and gain 1 Clock for each Augmented. Command you have. DECOMPILE
Upgraded Air Superiority02Draw 1 card and gain 1 Clock for each Augmented. Command you have. DECOMPILE
Enlighten13[Effect remains the same]
Upgraded Enlighten13[Effect remains the same]
Venom Strike12Deal 20 damage. Increase the base damage of Bite Scripts by 5 this turn. On-Hit: Inflict 2 Exposed.
Upgraded Venom Strike12Deal 40 damage. Increase the base damage of Bite Scripts by 5 this turn. On-Hit: Inflict 2 Exposed.
Liquefaction12Deal 15 DMG. On-Hit: Create 2 Bite Scripts.
Upgraded Liquefaction13Deal 15 DMG. On-Hit: Create 3 Bite Scripts.
Silk Shell22Gain 30 Barrier. Create 3 Cocoon Scripts.
Upgraded Silk Shell22Gain 40 Barrier. Create 4 Cocoon Scripts.
Molt12Gain 30 Barrier. If you played at least 4 Scripts this turn, also: Create 2 copies of the last Script you played.
Upgraded Molt12Gain 40 Barrier. If you played at least 4 Scripts this turn, also: Create 3 copies of the last Script you played.
Scouting Scuttle13Create 2 Weave Scripts. If you played at least 4 Scripts this turn, also: Create 2 Weave Scripts.
Upgraded Scouting Scuttle13Create 3 Weave Scripts. If you played at least 4 Scripts this turn, also: Create 3 Weave Scripts.
Adaptation Protocol22Every time you use an Augmented Command, generate 2 VIM.
Expiration Protocol22The first time an Assist effect expires each turn, gain 1 Clock.
Patch Protocol22[Effect remains the same]
Junk Protocol22Every time you discard a card during your turn, deal 10 damage to the ICE.
Boost Protocol22[Effect remains the same]
Hatch Protocol22[Effect remains the same]
Digest Protocol22[Effect remains the same]
Weave Script00[Effect remains the same]
Card NameClockVIMEffect
Mem Dagger01Deal 20 DMG. If you have at least 12 VIM, also gain 1 Cached.
Upgraded Mem Dagger02Deal 30 DMG. If you have at least 12 VIM, also gain 1 Cached.
Ulysses' Toy22[Effect remains the same]
Upgraded Ulysses' Toy22[Effect remains the same]
Stray's Ambush12Deal 30 DMG. If you have at least 8 Feral, also gain 1 Clock.
Upgraded Stray's Ambush13Deal 50 DMG. If you have at least 8 Feral, also gain 1 Clock.
Kennel Law11Gain 30 Barrier. If you have at least 8 Grit, gain 1 Clock.
Upgraded Kennel Law12Gain 50 Barrier. If you have at least 8 Grit, gain 1 Clock.
Upgraded Input Assistant01Gain 30 BARRIER. If you used a Command this turn, also gain 1 Cached.
Mem Cloak00Gain 20 Barrier. If you have at least 12 VIM, generate 2 extra VIM.
Upgraded Mem Cloak01Gain 30 Barrier. If you have at least 12 VIM, generate 2 extra VIM.
Cunning Protocol22At the start of your turn, gain 2 Grit.
Moon Protocol22At the start of your turn, gain 2 Feral.
Ignition Protocol22Whenever you use a Command, deal 15 DMG to all targets.
  • Agility Driver has been deprecated.

  • Zap Driver has been deprecated.

  • Dynamo Driver has been deprecated.

  • Missile Driver is now a Darwin exclusive.

  • Patience Driver is now an Ursa exclusive.

  • Stream Driver is now: The first time you play 3 Attacks in a single turn, draw 2 cards.

  • Battery Driver is now: The first time you play 3 Defenses in a single turn, gain 1 Overclocked.

  • Hibernation Driver is now: Each turn, preserve up to 25 Barrier instead of losing it all.

  • Cranium Driver is now: Every 3rd Command you use, gain 1 Clock.

  • Storm Driver is now: At the end of your turn, deal 2 DMG to the ICE per VIM you have.

  • Satellite Driver is now: At the start of each combat, Augment all Commands.

  • Shockwave Driver is now: Every time you use an Augmented Command, deal 20 DMG to ICE.

  • Transistor Driver is now: Every time you discard a card, gain 1 VIM.

  • Chain Driver is now: The first time you play 4 Scripts in a row each turn, gain 1 Clock.

  • Viper Driver is now a Core Keeper Driver, and its effect is now: Increase base DMG of Bite Scripts by 5.

  • Ripple Driver has been added to the pool: The first time an Assist effect expires each turn, draw 1 card and generate 1 VIM.

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:

  • Maxilla’s passive subroutine now upgrades its offensive subroutines unless it receives at least a fixed amount of damage each turn.

  • 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.

  • Sometimes Gates don’t get locked properly when a Cluster Collapses.

  • We’re working on updating the Tutorial Mission to include new game mechanics.

  • An old friend is preparing to join the Elite Sentinel pool.

Source

Steam News / 19 December 2025

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