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
- Gameplay
- Balance
- Server
- UI and audio
- Compatibility
- Events
After months of hard work, we're ready to share with you the biggest update so far: the Metaprogression system. Many things have changed, and we'll try to talk about some of them here, but we're sure it's better if you discover some others on your own.
As always, we look forward to receiving your feedback, especially as we roll out new game features that we're trying out. The more you share your thoughts with us, the better we can improve and balance this game we love so much.
Be sure to join us on our Discord Server or drop us a few lines in our Steam Community Forums!
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These patch notes will mostly detail changes to already existing mechanics, while simply mentioning the new systems and features regarding the new metaprogression. This is a conscious decision, as we want you to experience the metaprogression with as few biases as possible. With that intention, you will find that some of the content that was previously available from the get-go now needs to be unlocked or upgraded.
We’ve also implemented a few changes aimed at a smoother game experience, making Trace easier to avoid overall and making healing instances more abundant, although less effective, in order to reduce the impact of finding, or not, a Haven Node, while maintaining the total healing available the same.
Lastly, we’d like to mention that some of the new game elements have placeholder names. Permanent names will be updated once we have the time to work on them and deliver something that’s up to the quality we’d like for a final product.
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The map UI has received an overhaul, not only to improve its looks and readability, but also to accomodate many of the metaprogression features that are now part of the game.
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The Settings menu has received a few upgrades, the most important probably being the addition of keybinds. This is a step towards controller support, which is still some time away, but is a milestone we are determined to achieve.
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Playing runs, win or lose, will now reward the you with Experience Points, Software Points, and/or Hardware Points. Each of these currencies will allow you to upgrade different aspects of their game. You will be able to decide how to spend their currencies on the upgrades that best suit their personal playstyles.
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At the start of every run, an NPC will contact you and provide them with an in-run mission to complete. Fulfilling these objectives will reward you with an in-run reward as well as bonus metaprogression points at the end of the run. Completing these missions is entirely optional and not required to win a run.
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Difficulty segmented runs have been removed (Beginner, Intermediate, Expert, and Master Runs), and every run now has the same base difficulty. A new difficulty selection system will be implemented in a future patch once we have better metrics from the new Metaprogression system experience.
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Total Node amount per layer has been increased.
Minimun node amount per Custer has been increased.
Rehashing nodes no longer has an inherent Trace cost.
Exploit Watchers have been deployed on the Grid. These Watchers increase the cost of Exploiting any node.
Haven Nodes distribution has been increased.
Haven Nodes now heal 20% Max Integrity on Exploit and 30% on Rehash. Rehashing Haven Nodes cost has been decreased to 1 Hashkey.
Data Nodes distribution has been decreased. Other nodes will spawn instead.
Data Nodes Extraction yield bonus has been decreased to 15%
Data Nodes Extraction yield bonus now affects Extracting any node on that Layer.
Clusters will now be revealed when marked for Collapse.
The amount of Clusters marked for Collapse per Alarm Level has been reduced.
Recon Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: Draw 1 extra card every round.
NEW
Clock cost: 1 / 0 VIM / Effect: Draw 1 extra card every round.
Greed Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: The first card you play each turn generates double VIM.
NEW
Clock cost: 1 / 0 VIM / Effect: The first card you play each turn generates double VIM.
Cornucopia Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: At the start of your turn, generate 3 VIM.
NEW
Clock cost: 1 / 0 VIM / Effect: At the start of your turn, generate 2 VIM.
Cunning Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: At the start of your turn, gain 2 Grit.
NEW
Clock cost: 2 / 4 VIM / Effect: At the start of your turn, gain 2 Grit.
Moon Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: At the start of your turn, gain 2 Feral.
NEW
Clock cost: 2 / 4 VIM / Effect: At the start of your turn, gain 2 Feral.
Overflow Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: Every time you generate VIM while being at MAX VIM, deal 5 DMG to all targets per VIM generated.
NEW
Clock cost: 2 / 4 VIM / Effect: Every time you generate VIM while being at MAX VIM, deal 5 DMG to all targets per VIM generated.
Ping-U Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: Every time you play a card, if you are at MAX VIM, deal 8 DMG to all targets.
NEW
Clock cost: 1 / 0 VIM / Effect: Every time you play a card, if you are at MAX VIM, deal 5 DMG to all targets.
Nirvana Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: At the start of your turn, if you are at MAX VIM, gain 1 Clock.
NEW
Clock cost: 2 / 4 VIM / Effect: At the start of your turn, if you are at MAX VIM, gain 1 Clock.
Quantum Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: Every time you use a Command, generate 2 VIM.
NEW
Clock cost: 1 / 1 VIM / Effect: Every time you use a Command, generate 2 VIM.
Ignition Protocol
Rarity changed from Unique to Rare.
OLD
Clock cost: 2 / 2 VIM / Effect: Every time you use a Command, deal 15 DMG to all targets.
NEW
Clock cost: 2 / 3 VIM / Effect: Every time you use a Command, deal 15 DMG to the ICE.
Ephemeral Edge
OLD
Clock cost
0 / 0 VIM / Effect: Deal 20 DMG.
On-hit
Generate 3 VIM.
NEW
Clock cost
0 / 0 VIM / Effect: Deal 15 DMG.
On-hit
Generate 2 VIM.
Ephemeral Edge+
OLD
Clock cost: 0 / 3 VIM / Effect: Deal 30 DMG.
NEW
Clock cost: 0 / 2 VIM / Effect: Deal 25 DMG.
Mem Cloak
OLD
Clock cost: 0 / 0 VIM / Effect: Gain 20 Barrier. If you have at least 12 VIM, generate 2 extra VIM.
NEW
Clock cost: 0 / 0 VIM / Effect: Gain 15 Barrier. If you have at least 12 VIM, generate 2 extra VIM.
Mem Cloak+
OLD
Clock cost: 0 / 1 VIM / Effect: Gain 30 Barrier. If you have at least 12 VIM, generate 2 extra VIM.
NEW
Clock cost: 0 / 1 VIM / Effect: Gain 25 Barrier. If you have at least 12 VIM, generate 2 extra VIM.
Input Assistant
OLD
Clock cost: 0 / 0 VIM / Effect: Gain 20 Barrier. If you used at least 1 Command this turn, also gain 1 Cached.
NEW
Clock cost: 0 / 0 VIM / Effect: Gain 15 Barrier. If you used at least 1 Command this turn, also gain 1 Cached.
Input Assistant+
OLD
Clock cost: 0 / 1 VIM / Effect: Gain 30 Barrier. If you used at least 1 Command this turn, also gain 1 Cached.
NEW
Clock cost: 0 / 1 VIM / Effect: Gain 25 Barrier. If you used at least 1 Command this turn, also gain 1 Cached.
Console Backup
OLD
Clock cost: 2 / 4 VIM / Effect: Gain 60 Barrier. Gain 30 Barrier for each Command you use this turn.
NEW
Clock cost: 2 / 4 VIM / Effect: Gain 40 Barrier. Gain 20 Barrier for each Command you use this turn.
Console Backup+
OLD
Clock cost: 2 / 4 VIM / Effect: Gain 70 Barrier. Gain 45 Barrier for each Command you use this turn.
NEW
Clock cost: 2 / 4 VIM / Effect: Gain 50 Barrier. Gain 30 Barrier for each Command you use this turn.
Animal Instinct
OLD
Clock cost
1 / 1 VIM / Effect: Gain 30 Barrier.
If you've hit this turn, instead
Gain 50 Barrier.
NEW
Clock cost
1 / 1 VIM / Effect: Gain 20 Barrier.
If you've hit this turn, instead
Gain 40 Barrier.
Animal Instinct+
OLD
Clock cost
1 / 2 VIM / Effect: Gain 40 Barrier.
If you've hit this turn, instead
Gain 60 Barrier.
NEW
Clock cost
1 / 2 VIM / Effect: Gain 30 Barrier.
If you've hit this turn, instead
Gain 50 Barrier.
Loop Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: At the end of your turn, extend a random Assist effect by 1.
NEW
Clock cost: 1 / 0 VIM / Effect: At the end of your turn, extend a random Assist effect by 1.
Adaptation Protocol
Rarity changed from Rare to Uncommon.
OLD
Clock cost: 2 / 2 VIM / Effect: Every time you use an Augmented Command, generate 2 VIM.
NEW
Clock cost: 1 / 0 VIM / Effect: Every time you use an Augmented Command, generate 2 VIM.
Boost Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: The first time you Augment each turn, gain 1 Clock.
NEW
Clock cost: 2 / 4 VIM / Effect: The first time you Augment each turn, gain 1 Clock.
Patch Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: The first time you discard a card each turn, upgrade until the end of combat.
NEW
Clock cost: 1 / 0 VIM / Effect: The first time you discard a card each turn, upgrade until the end of combat.
Junk Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: Every time you discard a card during your turn, deal 10 DMG to the ICE.
NEW
Clock cost: 2 / 4 VIM / Effect: Every time you discard a card during your turn, deal 10 DMG to the ICE.
Hatch Protocol
OLD
Clock cost: 2 / 2 VIM / Effect: At the start of your turn, create 2 random Scripts.
NEW
Clock cost: 1 / 0 VIM / Effect: At the start of your turn, create 1 random Script.
While we’re still working on some more complex and work-demanding systems like Events, or the in-game Encyclopedia, we also have some shorter term changes that we believe will be the next to be implemented. Some of these are:
- Layer Portswe mentioned these in our previous announcement and while they still require some adjusting, we’re happy with how close to completion they are. We’ve decided to delay them a bit so as to not overwhelm you with so many new things to keep and eye on, and to better balance them once we have received feedback and gathered new metrics about the metaprogression.
Chromed Cards: also mentioned in our previous announcement, this mechanic will allow for “micro-upgrade” on cards which will enable a consistent power climb in the deck building process across the run. This is also advanced in development and we’ll excited to finish it up so you can experiment with it.
- Research Pointsthis new mechanic will allow you to gain a special currency during runs and spend it to unlock more power versions of the standard nodes.
- More Hardware Mods and more Missionsas we learn more about your experience with the new Hardware Mods and Missions, we’ll be releasing new content for these new features we’re deploying. We already have designed and developed several Mods and Missions we’re not yet releasing until we have clear feedback on how fun and interesting you are finding the ones released with this patch.
Source
Changelog.gg summarizes and formats this update. How we read updates.
