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Steam News29 June 20264d ago

0.3.7 Patch Notes - Smaller Grid, Bigger Clusters

Hello, Runners! On this Patch, we're addressing the length of the runs, the number of combats during a run, and the micromanagement level of the exploration, while also refreshing the aesthetics of the Grid clusters.

In this update4

Full notes

Full Into The Grid update

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

What changed

0 fixes4 additions11 changes3 removals
  • Maps
  • Security
  • Gameplay
  • Balance
  • Events
  • Server
changedMap ChangesWhile it is engaging to explore the Grid optimally, we felt the 3x4 Grid (12 clusters) was a bit too much for a complete 3-Layers run.
changedMap ChangesLayers are now 3x3 (9 clusters) . These will provide a more compact experience while still challenging players to find the optimal strategy against the combined puzzle of Gates, Watchers, and Sentinels.
changedMap ChangesAll clusters have been completely redesigned with a more consistent number of nodes and enemies. This approach gives us more control over the total amount of combats a run has, and we feel it's worth iterating on it. Overall, this redesign maintains the same number of total nodes as the previous version, but focuses them into fewer clusters.
addedMap ChangesBootstrap Nodes have been added to the game. Exploiting a Bootstrap Node grants +1 Starting Clock and Card Draw for your next combat. Rehashing a Bootstrap Node grants a Bootstrapper Tool, which grants the same buff when used. This effect will help mitigate the variance of the first turn during combat.
addedMap ChangesHaven Nodes Rehash action now grants you a Haven Kit Tool , which restores 50% of your missing Integrity when used. This new Tool will help you time your encounters in new ways, and also reward you for risking going into very low Integrity before healing.
changedMap ChangesThe Log Scrubber Tool has been replaced by the Spoofer Tool , which sets the next Node Action cost to 0 Trace after being used.
maximum Alarm Level54maximum Alarm Level decreased, nerf

Into The Grid changes

changedWhile it is engaging to explore the Grid optimally, we felt the 3x4 Grid (12 clusters) was a bit too much for a complete 3-Layers run.
changedLayers are now 3x3 (9 clusters) . These will provide a more compact experience while still challenging players to find the optimal strategy against the combined puzzle of Gates, Watchers, and Sentinels.
changedAll clusters have been completely redesigned with a more consistent number of nodes and enemies. This approach gives us more control over the total amount of combats a run has, and we feel it's worth iterating on it. Overall, this redesign maintains the same number of total nodes as the previous version, but focuses them into fewer clusters.
addedBootstrap Nodes have been added to the game. Exploiting a Bootstrap Node grants +1 Starting Clock and Card Draw for your next combat. Rehashing a Bootstrap Node grants a Bootstrapper Tool, which grants the same buff when used. This effect will help mitigate the variance of the first turn during combat.
addedHaven Nodes Rehash action now grants you a Haven Kit Tool , which restores 50% of your missing Integrity when used. This new Tool will help you time your encounters in new ways, and also reward you for risking going into very low Integrity before healing.

Hello, Runners! On this Patch, we're addressing the length of the runs, the number of combats during a run, and the micromanagement level of the exploration, while also refreshing the aesthetics of the Grid clusters.

Map Changes

While it is engaging to explore the Grid optimally, we felt the 3x4 Grid (12 clusters) was a bit too much for a complete 3-Layers run.

  • Layers are now 3x3 (9 clusters). These will provide a more compact experience while still challenging players to find the optimal strategy against the combined puzzle of Gates, Watchers, and Sentinels.

  • All clusters have been completely redesigned with a more consistent number of nodes and enemies. This approach gives us more control over the total amount of combats a run has, and we feel it's worth iterating on it. Overall, this redesign maintains the same number of total nodes as the previous version, but focuses them into fewer clusters.

  • Bootstrap Nodes have been added to the game. Exploiting a Bootstrap Node grants +1 Starting Clock and Card Draw for your next combat. Rehashing a Bootstrap Node grants a Bootstrapper Tool, which grants the same buff when used. This effect will help mitigate the variance of the first turn during combat.

  • Haven Nodes Rehash action now grants you a Haven Kit Tool, which restores 50% of your missing Integrity when used. This new Tool will help you time your encounters in new ways, and also reward you for risking going into very low Integrity before healing.

  • The Log Scrubber Tool has been replaced by the Spoofer Tool, which sets the next Node Action cost to 0 Trace after being used.

  • Printer Nodes now grant 1 Random Tool on Exploit and 2 Random Tools on Rehash, instead of granting specific tools.

  • Combat Rewards now have a higher chance of dropping Tools.

  • Entering Layer 3 no longer reveals the location of the Elite Sentinels, nor the Mainframe.

  • You now can cancel any action on the map by pressing Escape before the action is performed.

Alarm System Changes

The following changes might feel like raising Alarm Levels is tamer for now, but they are being made in preparation for new mechanics and statuses we'll be implementing soon, making the Alarm System a more diverse array of challenges for you to overcome.

  • Shutdown Clusters have been removed from the game. We think this mechanic was more frustrating than fun, so we have removed it for now.

  • The maximum Alarm Level has been reduced from 5 to 4. Fewer clusters mean less wiggle room. This change will also help you not overstay your welcome in each Layer.

  • Raising the Alarm Level no longer spawns enemies. However, it will scale enemies and introduce higher tiers of them. This change is meant to make the run shorter and prevent fights that prolong the game unnecessarily once you're strong enough to advance.

  • Raising the Alarm Level once you are at Max Alarm (4) will now apply a debuff that amplifies all damage received in the Layer by 50%. This is one example of the ways in which we can use status effects to empower the Alarm System in the future.

Upcoming Features

We are hard at work to deploy two big features at once in the next Patch: the Layer Ports, which were covered on this article, and the complete Event System, which will present the player with narrative choose-an-option situations that will keep each run feeling fresh and engaging.

Since all these changes are making the game a bit easier overall (for now), we want to prioritize the implementation of the first iteration of the Ascension system, so expert players can increase the challenge every time they beat the game to keep pushing their limits.

We look forward to hearing your feedback, so don't hesitate to share your thoughts either on our Discord Server or on the Steam Forums!

Source

Steam News / 29 June 2026

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