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The Retrovirus just after an Integration Surge in the Lymph Node

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In a Run

Procedural organs, sealed doors and genes, special rooms and room traits, traits across seven tiers, shot synergies, elemental power-ups, CRISPR and extra lives. No two runs play the same.

18 articles211 entriesSummary on the main site

Articles

Before the first roomStarting a RunEvery Infect Game Mode run starts by infecting a host, then dropping into the first room of an organ. As your lineage…6Procedural organsThe Organ MapEach organ is a branching map of connected rooms, generated fresh every run: different layout, room count, room sizes…18Metroidvania gatesSealed Doors & GenesEvery organ seals one door until you carry that organ's gene. The gene waits in a Gene Chamber, guarded by a key…4Not every room is a fightSpecial RoomsSpecial rooms play by their own rules and are outlined in colour on the minimap. The Mutation Chamber and Gene Chamber…12Every gift has a priceTrade-off AltarsEach Trade-off Altars room shows 2–3 of these 5 bargains. Take one and the rest vanish. Max HP can never drop below 30.5Level 11 unlockRoom TiersOnce Room Tiers are introduced, every room except the start rolls a tier from Common to Prismatic. Higher tiers carry…7Boons and drawbacksRoom TraitsThe 16 traits a tiered room can carry: 9 boons and 7 drawbacks. Their effects last only while you're in that room.16The tissue fights backHazards, Pits & ShaftsHazards arrive with the Hazards mechanic (Level 8); the organ that introduces them puts hazards in every fight room…12Mutation orbsTraitsMutation orbs offer 3 traits and you choose 1 for the rest of the run (the game pauses while you pick). Each card…40Common to PrismaticTrait TiersEvery offered trait rolls a tier that multiplies its strength. The odds below are for the Nasal Passage; every organ…7Shot-trait pairsSynergiesFive traits change how your auto-attack behaves: Endosomal Recycling (return), Neuraminidase Boost (pierce), Fomite…10Level 2 unlockPower-upsPower-ups drop from the first five cells you kill in a fight (never the last cell standing), so there's always a fight…11Loot on the floorDrops & PickupsWhat cells, chests and rooms leave behind during a run. Pickups from one organ don't follow you into the next.10Second chancesExtra LivesA run ends when your health hits zero, unless you hold a stored incubation. Extra lives arrive with the Extra Lives…4The SKILL buttonActive SkillsEquip one active skill from the skill tree and it gets its own SKILL button with its own cooldown. Augments in its…3Move, dodge, let it fireRun ControlsYou steer and dodge; your virus aims and fires on its own. Play with touch, keyboard, mouse or a game controller.8Reading the screenThe HUDEverything you need mid-fight sits around the play window: health top left, the immune system's mood top right…19A game that grows with youLevel UnlocksNew players aren't buried in systems on run one. Each mechanic unlocks for your whole save the first time any virus…19

Key numbers

Organs in a full run8
Rooms per organ12–16 (Nasal Passage) up to 22–26 (Brain)
Room types12
In-run traits40
Trait tiers7 (Common to Prismatic)
Shot synergies10
Power-ups11 (10 elemental + CRISPR)
Room boons / drawbacks9 / 7
Trade-off altar offers5
Organ hazards8, plus nerve endings, abyss pits and drop shafts
Genes that open sealed doors3
Most waves in one fight4
Extra lives you can hold3
CRISPR duration10 s
Elemental power-up duration8 s (Spike Shield 6 s)
Heal for clearing a fight10% max HP
Heal for descending to the next organ50% max HP
Chance a cleared fight leaves a mutation orb35%
Mechanics introduced as you level13
Active skills3