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Lineage

Lineage & Generations

Every Infect Game Mode run is one generation of a single virus lineage. When a run ends you pick the mutation the next generation is born with, and every finished generation leaves a small permanent bonus to the ones after it.

The Family Tree, with one lane per virus
The Family Tree, with one lane per virus
On this page24
  1. Generations
  2. One lineage for every virus
  3. Influenza A generation names
  4. Retrovirus generation names
  5. Filovirus generation names
  6. Halovirus generation names
  7. Choosing the next generation
  8. Inheritance & stacking
  9. Virus jumps
  10. Strain unlocks
  11. Legacy (Inherited bonuses)
  12. Legacy: Damage
  13. Legacy: Max HP
  14. Legacy: Move speed
  15. Legacy: Fire rate
  16. Legacy: Regeneration
  17. Legacy: Stealth
  18. Legacy: Nucleotides
  19. Legacy: Ultimate charge
  20. Legacy: Armor
  21. Legacy: Ambush damage
  22. Family Tree
  23. Strain colours
  24. What a growing lineage unlocks

Generations

Core loop

Each Infect Game Mode run is one generation of your virus, born with at most one strain mutation. The lineage keeps a record of every generation and how its run went.

  • Generation 1 has no mutation; every later generation carries the strain you chose for it
  • Each generation records rooms cleared, kills, whether it took the host, and the traits it picked
  • Abandoning a run doesn't end the generation: it plays again next run and its recorded traits are cleared
  • Only Infect Game Mode runs make generations; Pandemic and Endless Game Mode runs don't count toward the lineage and use no strain. Pandemic Game Mode cities do get your lineage's legacy bonuses; Endless Game Mode runs don't
  • Fully infecting the host (the brain falls) counts as a host taken
From the Codex

What your virus passes on to the next generation.

Fun fact: Inheriting the same strain again stacks it and makes it stronger.

Strains & Lineage in the Codex

All four viruses share one lineage: the same level, skill tree, Petri Lab and gear. A generation's mutation decides which virus it is.

  • The next run always plays the current generation's virus
  • A generation keeps its parent's virus unless its strain is a virus jump
  • Family Tree lanes, top to bottom: Influenza A, Retrovirus, Halovirus, Filovirus
From the Codex

The viruses you can play, each with its own style.

Fun fact: A generation's mutation decides its virus: some mutations turn the lineage into a different one.

Virus Classes in the Codex

Influenza A generations are named like real flu strains: type, place, generation, year and subtype, for example A/Panama/14/27 (H1N1).

  • Format: A/place/generation/year (HxNy)
  • The subtype rolls H1–H18 and N1–N11 for each generation
  • The year starts at 26 and goes up by one every 10 generations
  • The place is one of 29 real cities and regions, such as Brisbane, Hong Kong, Lagos, Oslo, Kyoto or Puerto Rico
From the Codex

An RNA virus that infects cells of the respiratory tract and causes the flu. Its genome is split into 8 separate RNA segments.

Fun fact: Subtypes are named by their surface proteins: H1N1 means hemagglutinin type 1 and neuraminidase type 1.

Influenza A virus in the Codex

Retrovirus generations carry a group and clade tag, a place and the generation number, for example RTV/M:C/Lagos/12.

  • Format: RTV/M:clade/place/generation
  • Clades: A, B, C, D, F, G, H, J or K
From the Codex

A fictional retrovirus inspired by HIV: it infects the immune system's own CD4 T cells and macrophages and slowly wears it down.

Fun fact: HIV copies its RNA genome into DNA and stitches it into the host's chromosomes, so infected cells carry it for life.

Retrovirus in the Codex

Filovirus generations are named after a variant, a place and the generation number, for example FLV/Cinder/Nairobi/9.

  • Format: FLV/variant/place/generation
  • Variants: Cinder, Garnet, Vesper, Thorn or Ember
From the Codex

A fictional filovirus inspired by Ebola: a long thread-like virion, often curled into a 'shepherd's crook'. Real filoviruses cause fever, bleeding and organ failure; some Ebola outbreaks have killed up to 90% of those infected.

Fun fact: Ebola was discovered in 1976 near the Ebola River in what is now the DR Congo. The 2014–16 West Africa epidemic infected over 28,000 people.

Filovirus in the Codex

Halovirus generations carry a lineage tag, a place and the generation number, for example HLV/HX.1/Bangkok/7.

  • Format: HLV/lineage/place/generation
  • Lineage tags: HX.1, HQ.2, HV.3, HZ.1, HK.4 or HX.5
From the Codex

A fictional virus crowned with a halo of spike proteins that bind receptors on cells in the airways. It spreads before symptoms show, or with none at all.

Fun fact: Real viruses with a crown of spikes are called coronaviruses, from the Latin for crown; the 2003 SARS outbreak was caused by one.

Halovirus in the Codex

When an Infect Game Mode run ends, win or lose, you choose 1 of 3 strains for the next generation to be born with (1 of 4 once you have a second virus). Picking the same one again stacks it and makes it stronger.

  • Offers come from every strain your level and lineage have unlocked
  • 50% chance one offer is the parent's own strain again, one stack higher
  • 40% chance one offer is a jump to another unlocked virus
  • With a second virus open there are 4 offers, and the left one always keeps your current virus, so you can stay with the one you like
  • When a new virus opens by level, the next set of offers guarantees a jump to it once
  • Each card shows the virus the next generation will be (with an arrow, like Influenza A → Retrovirus, on a jump) and its type: BOON, MIXED or CURSE · BIGGER REWARDS
From the Codex

What your virus passes on to the next generation.

Fun fact: Inheriting the same strain again stacks it and makes it stronger.

Strains & Lineage in the Codex

Inheriting the parent's strain stacks it: each generation in a row makes it stronger. The card reads INHERITED ×N · AMPLIFIED and shows what it was before.

  • ×2 is 50% stronger, ×3 twice as strong, ×4 two and a half times, and so on
  • Numbers have limits: damage tops out at +300%, move speed at double
  • Extra projectiles grow by 1 per stack, at most +2 over the strain's base
  • Envelope Shield blocks one more hit per stack, up to 4 per room
  • Lysis bursts grow with the stack: 18, then 27, then 36 damage
  • A stacked strain also leaves a bigger legacy (+25% per extra stack)
From the Codex

A change in a genome's sequence. Most are harmless or harmful, and a few help the organism survive.

Fun fact: Flu's RNA polymerase doesn't proofread, so it makes errors constantly.

Mutation in the Codex

Virus jumps

Virus jump

Four special boon strains turn the lineage into a different virus for the next generation. The Retrovirus, Halovirus and Filovirus jumps open as your level rises.

  • Reverse Transcriptase Capture → Retrovirus: offered from Level 4
  • Spike Recombination → Halovirus: offered from Level 8
  • Filovirus Spillover → Filovirus: offered from Level 12
  • Segment Reassortment → back to Influenza A: offered once your lineage is another virus
  • A virus your lineage has already been stays open for jumps
  • Inheriting your own jump strain again keeps the virus and amplifies its bonus
  • A jump shows on the Family Tree as a thick dashed branch crossing into the new virus's lane, and adds that virus to the Codex
From the Codex

The viruses you can play, each with its own style.

Fun fact: A generation's mutation decides its virus: some mutations turn the lineage into a different one.

Virus Classes in the Codex

Strain unlocks

Unlock schedule

New kinds of strains join the offers as your level and lineage grow.

  • 14 boons: available from the start
  • 13 mixed strains: Level 6 · Gen 2
  • 19 curse strains: Level 9 · Gen 3
  • 6 elite strains (Twin Genome, Ancient Memory, Overcharged, Fortunate Strain, Mutagenic, Lysis Cascade): Level 10 · Gen 5
  • Hunted also waits until Killer T Cells have been introduced (Level 6)
  • Virus jumps: Level 4, 8 and 12
From the Codex

What your virus passes on to the next generation.

Fun fact: Inheriting the same strain again stacks it and makes it stronger.

Strains & Lineage in the Codex

Every finished generation that carried a strain passes a small permanent bonus to all later generations. Its strain decides which stat; its kills and stack decide how much.

  • Bonus = the stat's step × kill factor × stack factor
  • Kill factor: 0.25 + kills ÷ 40, up to 3× (reached at 110 kills)
  • Stack factor: +25% for each extra stack the strain had
  • Bonuses add up across generations, each up to its own cap
  • The stat follows the strain's main benefit; every curse leaves a nucleotide bonus
  • Applies in Infect and Pandemic Game Mode runs (not Endless Game Mode) to whichever virus you play
  • Tap Inherited on the Family Tree to see each bonus with a bar toward its cap
From the Codex

What your virus passes on to the next generation.

Fun fact: Inheriting the same strain again stacks it and makes it stronger.

Strains & Lineage in the Codex

Strains that boost damage or add projectiles leave extra damage to every later generation.

  • +1% per generation at kill factor 1; up to +3% from one unstacked generation
  • Left by: Hyperinfectious, Twin Genome, Glass Cannon, Shotgun Genome, Loud and Proud, Segment Reassortment
From the Codex

Virulence is how much harm a pathogen causes; small mutations can make a strain far more aggressive.

Virulence in the Codex

Strains that raise max HP leave extra max HP behind.

  • +2% per generation at kill factor 1; up to +6% from one unstacked generation
  • Left by: Robust Capsid, Juggernaut, Reverse Transcriptase Capture, Filovirus Spillover
From the Codex

Enveloped viruses wrap themselves in membrane stolen from the host cell.

Lipid Envelope in the Codex

Strains that make you or your shots faster leave extra move speed.

  • +0.6% per generation at kill factor 1; up to +1.8% from one unstacked generation
  • Left by: Streamlined, Long Reach, Frenzy, Spike Recombination
From the Codex

Smaller, tighter capsids let virions spread more easily.

Streamlined Capsid in the Codex

Strains that make you fire faster leave a faster fire rate.

  • +1% per generation at kill factor 1; up to +3% from one unstacked generation
  • Left by: Rapid Assembly, Berserker Strain, Lean Genome
From the Codex

A faster polymerase means more copies of the genome per hour.

Rapid Replication in the Codex

Healing strains leave a little health regeneration behind.

  • +0.08 HP/s per generation at kill factor 1; up to +0.24 HP/s from one unstacked generation
  • Left by: Vampiric Uptake, Nutrient-Rich Host, Steady Replication, Bloodlust
From the Codex

Persistent viruses replicate slowly and steadily without killing their host cell.

Steady Replication in the Codex

Legacy: Stealth

Cap −30%

Stealthy strains make Detection rise slower for every later generation.

  • −1.2% detection gain per generation at kill factor 1; up to −3.6% from one unstacked generation
  • Left by: Silent Spread, Evasive Proteins, Ghost Strain
From the Codex

Infected cells and immune sentinels release alarm signals (interferons and cytokines) that warn neighbours and call in the immune system.

Fun fact: Many of the symptoms of being sick, like fever and aches, are caused by these alarm signals, not by the virus itself.

Detection in the Codex

Curses and loot strains leave richer hosts: more nucleotides for every later generation.

  • +2.5% per generation at kill factor 1; up to +7.5% from one unstacked generation
  • Left by all 19 curses plus Magnetic Capsid, Fortunate Strain, Mutagenic, Cramped Host and Gambler's Genome
From the Codex

The building block of DNA and RNA: a sugar, a phosphate and a base (A, T, C, G in DNA; A, U, C, G in RNA).

Fun fact: Influenza stores its genes as RNA, so it uses U in place of T.

Nucleotide in the Codex

Strains that speed up your ultimate or Shift leave faster ultimate charging.

  • +2% per generation at kill factor 1; up to +6% from one unstacked generation
  • Left by: Ancient Memory, Overcharged, Overclocked Ultimate
From the Codex

Some viral genes are ancient, conserved across lineages for millions of years because they work.

Ancient Memory in the Codex

Legacy: Armor

Cap −12%

Defensive strains make you take less damage in every later generation.

  • −0.6% damage taken per generation at kill factor 1; up to −1.8% from one unstacked generation
  • Left by: Lysis Cascade, Envelope Shield, Barbed Spikes, Chain Reaction
From the Codex

HIV coats its spikes in dense sugars (a glycan shield) that block antibodies.

Glycan Armor in the Codex

Ambush Predator leaves stronger ambush hits behind.

  • +3% ambush damage per generation at kill factor 1; up to +9% from one unstacked generation
  • Left by: Ambush Predator
From the Codex

Hitting a cell before it has noticed you.

Fun fact: Gear, strains and skill nodes can push ambush damage even higher.

Ambush in the Codex

Tap Lineage on the main menu's virus card to see every generation as a branching tree, with one lane per virus.

  • The header counts your generations and hosts taken
  • Generations run left to right; branches cross lanes when the virus changes
  • Marks: a check for a host taken, an orange ring for the generation playing next, a ring in the strain's own colour for a mutation (thicker when stacked)
  • Tap a generation for its name, virus, strain and the traits it picked that run
  • Tap a virus for its card: one line on how it plays, then its passive, signature ability and ultimate, each in its own box as short lines with icons and the key numbers picked out (Influenza A's also says what infected cells do)
  • The card's Real World tab says what the virus is in real life, with a fun fact; a locked virus shows the same card greyed out, with the level that unlocks it
  • The title screen and main menu show your current generation number and name, or 'A new lineage begins'
From the Codex

What your virus passes on to the next generation.

Fun fact: Inheriting the same strain again stacks it and makes it stronger.

Strains & Lineage in the Codex

Every strain has its own signature colour that tints your virion and gives it a glowing corona.

  • The corona grows with each stack
  • From ×2 a dashed ring circles the virion
  • Filovirus shows its strain in the corona only
From the Codex

A complete, infectious virus particle that exists outside a host cell.

Fun fact: A single infected cell can release thousands of new virions.

Virion in the Codex

Finished generations open features alongside your level.

  • The Shift button opens after your first finished run, the Ultimate after your second
  • Hosts & Host Traits: Generation 2
  • Start in deeper areas: Level 3 · Gen 2
  • Mixed strains: Level 6 · Gen 2; Curse strains: Level 9 · Gen 3; Elite strains: Level 10 · Gen 5
  • Legendary & mythic traits: Level 11 · Gen 4
  • Skill tree rows 1–7 need 0, 0, 1, 3, 6, 8 and 10 finished generations
From the Codex

Your virus's experience and the skills it buys.

Fun fact: Switching to another capstone in the same tree is free: its point moves over.

Levels & Skill Tree in the Codex

See also