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Unlock schedule

Mechanic Unlocks

New Mechanics, One Per Level

A new save isn't buried in systems on run one. Each in-run mechanic unlocks for the whole save when any virus reaches its level (Hosts & Host Traits: 2 finished generations; the Cytokine Storm instead switches on from the fourth organ at any level), then is introduced on its own: a NEW MECHANIC UNLOCKED card that pauses the run the moment it first shows up (right as the organ starts for tumors, room tiers and immune learning), and except for the Cytokine Storm it's guaranteed to appear in that organ. Only one is introduced per run; the rest wait for later runs. Hosts & Host Traits is introduced on the host reveal before you land instead.

On this page14
  1. Power-ups
  2. Special Rooms
  3. Elite Cells & Affixes
  4. Extra Lives
  5. Killer T Cells
  6. Tumors & Metastasis
  7. Hazards
  8. Rival Viruses
  9. Treatments
  10. Room Tiers
  11. Cytokine Storm
  12. The Immune System Learns
  13. Hosts & Host Traits
  14. A world that grows with you

Power-ups

Level 2

The first few cells you kill in a fight can drop an elemental power-up: a few seconds of a big effect. CRISPR, the rarest, makes you invincible.

  • Also opens power-up traits, host traits and modifiers that rely on power-ups
From the Codex

Short bursts of elemental power, and the rare CRISPR.

Fun fact: Different power-ups run at the same time, and they follow you into the next room.

Power-ups in the Codex

Trade-off altars, receptor puzzles and event rooms (siege, gamble, harvest, refuge), marked with coloured borders on the minimap.

From the Codex

Rooms that aren't straight fights, outlined in colour on the minimap.

Fun fact: Refuges are worth remembering: you can come back to one when Detection gets high.

Special Rooms in the Codex

Cells can come in stronger tiers (green, blue, purple and up) with affixes like Shielded, Swift or Vampiric; they hit harder and drop better loot.

From the Codex

Stronger versions of normal cells, ringed in their tier colour.

Fun fact: Elites drop better loot, including gear.

Elite Cells & Affixes in the Codex

Dormant Virions can drop from tough cells; each one is an extra life.

  • Also opens the Incubation Period trait
From the Codex

Ways to survive a killing blow.

Fun fact: The orange hourglass badge on your virus's portrait shows how many extra lives you have.

Extra Lives in the Codex

When Detection fills to 100, elite hunters follow you from room to room until you destroy them.

From the Codex

The immune system's elite hunters (cytotoxic T cells), dispatched when Detection reaches 100.

Fun fact: When a pack is destroyed, Detection drops to 0 and stays frozen for 20 seconds: that's your breathing room.

Killer T Cells in the Codex

Most organs grow a tumor that spreads and sends assassins; destroy it for a big reward or it follows you to the next organ.

  • Introduced as soon as the organ starts
From the Codex

Cancer growing in the host while you're there, and what happens if you leave it.

Fun fact: Kill tumors early: they only get worse, and they follow you if you don't.

Tumors & Metastasis in the Codex

Hazards

Level 8

Each organ gets its own hazards: cilia, vents, clots, fibres, pits and the occasional drop shaft.

From the Codex

Parts of the tissue itself that can hurt you or help you.

Fun fact: Most hazards hurt cells as much as you: lure them in.

Hazards in the Codex

Other viruses want this host too; beat a rival for rich loot, or chase it before it escapes and returns stronger.

From the Codex

Other viruses competing for the same host.

Fun fact: Rivals don't lock the doors, so running is always an option.

Rival Viruses in the Codex

Treatments

Level 10

When Detection stays high, the host may take antivirals, a vaccine booster or interferon. Walk out of the room to escape the dose, or survive it for a reward.

From the Codex

The host feeling sick and taking medicine when Detection is 75 or more.

Fun fact: Walking out of the room escapes a dose; surviving it pays out.

Treatments in the Codex

Room Tiers

Level 11

Rooms roll a tier shown as a coloured minimap border; higher tiers carry more boons and more drawbacks.

  • Introduced as soon as the organ starts
From the Codex

Every room rolls a tier, from common to prismatic, with boons and drawbacks.

Fun fact: Check a room's border colour on the minimap before you walk in.

Room Tiers in the Codex

Cytokine Storm

Organ 4 (Lymph Node)

From the fourth organ on, if your build gets too strong, the storm meter fills and the immune system sends crimson adapted cells that resist your build.

From the Codex

The immune system's answer to a runaway build: when you kill ordinary cells too easily, or barely get scratched, it starts sending cells built to resist you.

Fun fact: Kill the crimson ones first: they're the ones keeping the fight fair.

Cytokine Storm in the Codex

Lean on one shot type and cells start resisting it; the immune level rises with every organ and Killer T pack.

  • Introduced as soon as the organ starts
From the Codex

Adaptive immunity: the host studies how you attack and grows up as the infection goes on, so the same trick works less and less.

Fun fact: Mixing your shot types (or switching with Antigenic Shift) keeps it from ever pinning you down.

The Immune System Learns in the Codex

Each host gets a genome of hidden traits, good and bad, revealed when you infect it. Rarer hosts have stronger traits and richer rewards.

  • Unlocks after 2 finished generations instead of a level
From the Codex

The person or animal you infect at the start of a run.

Fun fact: Rarer hosts have bigger effects and pay more nucleotides.

Hosts & Host Traits in the Codex

Early runs use smaller rooms and shorter fights; they grow to full size as your best level nears 12 and your lineage nears 6 generations.

  • Fight rooms grow from about 1 screen of floor to 4
  • Fights grow from 1 wave up to 4
From the Codex

Each organ is a map of connected rooms, different every run.

Fun fact: Bigger rooms hold more cells, spread around the whole room, and always fight in several waves.

Rooms & Waves in the Codex

See also