HomeGamesUpdatesPricingMethodology
Steam News30 December 20256mo ago

Version 0.2.1 Patch Notes

Fixed a bug with the way Gates became Collapsed Gates that made them not lock properly.

Full notes

Full Into The Grid update

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

What changed

6 fixes20 additions32 changes2 removals
  • Fixes
  • UI and audio
  • Store
  • Gameplay
  • Security
  • Balance
fixedFixed a bug with the way Gates became Collapsed Gates that made them not lock properly.
fixedFixed 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.
fixedFixed a bug where playing cards quickly sometimes made them to not be played and got stuck floating in the play area.
fixedFixed a bug where the tooltip for Protocols sometimes remained on screen even when not hovering.
fixedFixed a bug where forcing a shop to spawn while having every Driver o every Unique card would softlock the game.
fixedFixed 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.
amount of Haven nodes on Layer 332amount of Haven nodes on Layer 3 decreased, nerfamount of Library nodes on Layer 323amount of Library nodes on Layer 3 increased, buffLibrary nodes Exploit extra Intel percentage yield25%20%Library nodes Exploit extra Intel percentage yield decreased, nerfErebus Mk1 Integrity120110Erebus Mk1 Integrity decreased, nerf
  • Fixed a bug with the way Gates became Collapsed Gates that made them not lock properly.

  • 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.

  • Fixed a bug where playing cards quickly sometimes made them to not be played and got stuck floating in the play area.

  • Fixed a bug where the tooltip for Protocols sometimes remained on screen even when not hovering.

  • Fixed a bug where forcing a shop to spawn while having every Driver o every Unique card would softlock the game.

  • 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.

  • Reduced the amount of Sentinels spawned on Layers 1 and 2.

  • Reduced the amount of Sentinels spawned on some Alarm Levels.

  • Reduced the number of Nodes on Layer 1 (removed 1 Access node, 1 Security node, and 1 Printer node).

  • Replaced 1 Access node, 1 Security node, and 1 Printer node on Layer 2 with Library Nodes.

  • Reduced the amount of Haven nodes on Layer 3 from 3 to 2.

  • Increased the amount of Library nodes on Layer 3 from 2 to 3.

  • Library nodes Exploit extra Intel percentage yield reduced from 25% to 20%.

  • Teleport nodes extract yield decreased from 100 Intel to 80 Intel.

  • Probe nodes extract yield decreased from 100 Intel to 80 Intel.

  • Compiler+ nodes extract yield reduced from 200 Intel to 160 Intel.

  • Haven nodes extract yield reduced from 200 Intel to 160 Intel.

  • The rarity of the cards offered by Compiler nodes on Layer 1 has been slightly increased.

  • The cost Combat Drivers has been increased by 50 Intel.

  • The cost of Rare cards has been increased by 50 Intel.

  • Maggie The Magpie:

    OLD

    • Clock cost

      1 / 2 VIM / Effect: Deal 15 damage to all targets.

      Assist 2

      Draw 1 card.

    NEW

    • Clock cost

      1 / 2 VIM / Effect: Deal 20 damage to all targets.

      Assist 2

      Draw 1 card.

  • Maggie The Magpie+:

    OLD

    • Clock cost

      1 / 3 VIM / Effect: Deal 25 damage to all targets.

      Assist 2

      Draw 1 card.

    NEW

    • Clock cost

      1 / 3 VIM / Effect: Deal 30 damage to all targets.

      Assist 2

      Draw 1 card.

  • Venom Strike:

    OLD

    • Clock cost

      1 / 2 VIM / Effect: Deal 20 damage. Increase the damage of Bite Scripts by 5 this turn.

      On-Hit

      inflict 2 Exposed.

    NEW

    • Clock cost

      1 / 2 VIM / Effect: Deal 25 damage. Increase the damage of Bite Scripts by 5 this turn.

      On-Hit

      inflict 2 Exposed.

  • Titanium Web:

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. All Scripts you create this turn will be Cocoon Scripts.

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 35 Barrier. All Scripts you create this turn will be Cocoon Scripts.

  • Titanium Web+:

    OLD

    • Clock cost: 1 / 4 VIM / Effect: Gain 40 Barrier. All Scripts you create this turn will be Cocoon Scripts.

    NEW

    • Clock cost: 1 / 3 VIM / Effect: Gain 55 Barrier. All Scripts you create this turn will be Cocoon Scripts.

  • Molt:

    OLD

    • 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.

    NEW

    • 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.

  • Molt+:

    OLD

    • 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.

    NEW

    • 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.

  • Scouting Scuttle:

    OLD

    • 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.

    NEW

    • 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.

  • Scouting Scuttle+:

    OLD

    • 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.

    NEW

    • 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.

  • Charged Codeslash:

    OLD

    • Clock cost: 1 / 4 VIM / Effect: Deal 35 damage.

    NEW

    • Clock cost: 1 / 4 VIM / Effect: Deal 25 damage.

  • Charged Codeslash+:

    OLD

    • Clock cost: 1 / 6 VIM / Effect: Deal 50 damage.

    NEW

    • Clock cost: 1 / 5 VIM / Effect: Deal 35 damage.

  • The Guild’s Heist:

    OLD

    • Clock cost

      1 / 2 VIM / Effect: Deal 40 damage.

      On-Hit

      Draw 1 card.

    NEW

    • Clock cost

      1 / 1 VIM / Effect: Deal 40 damage.

      On-Hit

      Draw 1 card.

  • The Guild’s Heist+:

    OLD

    • Clock cost

      1 / 3 VIM / Effect: Deal 50 damage.

      On-Hit

      Draw 2 card and then discard 1 card.

    NEW

    • Clock cost

      1 / 2 VIM / Effect: Deal 50 damage.

      On-Hit

      Draw 2 card and then discard 1 card.

  • Hoplite:

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Deal 20 damage. Gain 20 Barrier.

    NEW

    • Clock cost: 1 / 1 VIM / Effect: Deal 20 damage. Gain 20 Barrier.

  • Hoplite+:

    OLD

    • Clock cost: 1 / 3 VIM / Effect: Deal 30 damage. Gain 30 Barrier.

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Deal 30 damage. Gain 30 Barrier.

  • Fun Guys+:

    OLD

    • Clock cost: 0 / 3 VIM / Effect: Draw 1 card.

    NEW

    • Clock cost: 0 / 2 VIM / Effect: Draw 1 card.

  • Rending Codeslash:

    OLD

    • Clock cost

      1 / 2 VIM / Effect: Deal 35 damage.

      On-Hit

      Inflict 1 Debilitated.

    NEW

    • Clock cost

      1 / 2 VIM / Effect: Deal 30 damage.

      On-Hit

      Inflict 1 Debilitated.

  • Rending Codeslash+:

    OLD

    • Clock cost

      1 / 3 VIM / Effect: Deal 45 damage.

      On-Hit

      Inflict 2 Debilitated.

    NEW

    • Clock cost

      1 / 3 VIM / Effect: Deal 45 damage.

      On-Hit

      Inflict 1 Debilitated.

  • Power Armor:

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 100 Barrier.

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 30 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 90 Barrier.

  • Power Armor+:

    OLD

    • Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 150 Barrier.

    NEW

    • Clock cost: 1 / 2 VIM / Effect: Gain 40 Barrier. / Conditional effect: If you are at MAX VIM, instead: gain 120 Barrier.

  • Erebus Mk1 Integrity reduced from 120 to 110.

  • Erebus Mk2 Integrity reduced from 190 to 180.

  • Erebus Mk3 Integrity reduced from 250 to 240.

  • Erebus Mk1’s Flying Hook subroutine damage reduced from 45 to 40.

  • Erebus Mk2’s Flying Hook subroutine damage reduced from 65 to 60.

  • Erebus Mk3’s Flying Hook subroutine damage reduced from 75 to 70.

  • Erebus Mk1's Periphal Wings Integrity reduced from 190 to 160.

  • Erebus Mk2's Periphal Wings Integrity reduced from 270 to 240.

  • Erebus Mk3's Periphal Wings Integrity reduced from 340 to 310.

  • Erebus Mk1's Periphal Wings’s Shield Blast subroutine damage reduced from 50 to 30.

  • Erebus Mk2's Periphal Wings’s Shield Blast subroutine damage reduced from 70 to 50.

  • Erebus Mk3's Periphal Wings’s Shield Blast subroutine damage reduced from 90 to 70.

  • Maxilla Mk1's Arsenal passive subroutine damage requirement reduced from 30 to 15.

  • Maxilla Mk2's Arsenal passive subroutine damage requirement reduced from 35 to 25.

  • Maxilla Mk3's Arsenal passive subroutine damage requirement reduced from 40 to 35.

  • Maxilla Mk1's Clamp Down subroutine damage reduced from 45 to 40.

  • Maxilla Mk2's Clamp Down subroutine damage reduced from 65 to 60.

  • Maxilla Mk3's Clamp Down subroutine damage reduced from 75 to 70.

  • All Drivers that mention “Basic Tools” now refer to “Breaker Tools”.

  • Storm Driver has been temporarily removed from the pool due to a bugged interaction with the final Core Keeper.

  • Panoptic Driver Trace requirement increased from 5 to 6.

Source

Steam News / 30 December 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.