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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.
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…6
Procedural organsThe Organ MapEach organ is a branching map of connected rooms, generated fresh every run: different layout, room count, room sizes…18
Metroidvania 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…4
Not 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…12
Every 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 30.5
Level 11 unlockRoom TiersOnce Room Tiers are introduced, every room except the start rolls a tier from Common to Prismatic. Higher tiers carry…7
Boons 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.16
The tissue fights backHazards, Pits & ShaftsHazards arrive with the Hazards mechanic (Level 8); the organ that introduces them puts hazards in every fight room…12
Mutation orbsTraitsMutation orbs offer 3 traits and you choose 1 for the rest of the run (the game pauses while you pick). Each card…40
Common to PrismaticTrait TiersEvery offered trait rolls a tier that multiplies its strength. The odds below are for the Nasal Passage; every organ…7
Shot-trait pairsSynergiesFive traits change how your auto-attack behaves: Endosomal Recycling (return), Neuraminidase Boost (pierce), Fomite…10
Level 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…11
Loot on the floorDrops & PickupsWhat cells, chests and rooms leave behind during a run. Pickups from one organ don't follow you into the next.10
Second chancesExtra LivesA run ends when your health hits zero, unless you hold a stored incubation. Extra lives arrive with the Extra Lives…4
The SKILL buttonActive SkillsEquip one active skill from the skill tree and it gets its own SKILL button with its own cooldown. Augments in its…3
Move, 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.8
Reading the screenThe HUDEverything you need mid-fight sits around the play window: health top left, the immune system's mood top right…19
A 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…19Key numbers
| Organs in a full run | 8 |
|---|---|
| Rooms per organ | 12–16 (Nasal Passage) up to 22–26 (Brain) |
| Room types | 12 |
| In-run traits | 40 |
| Trait tiers | 7 (Common to Prismatic) |
| Shot synergies | 10 |
| Power-ups | 11 (10 elemental + CRISPR) |
| Room boons / drawbacks | 9 / 7 |
| Trade-off altar offers | 5 |
| Organ hazards | 8, plus nerve endings, abyss pits and drop shafts |
| Genes that open sealed doors | 3 |
| Most waves in one fight | 4 |
| Extra lives you can hold | 3 |
| CRISPR duration | 10 s |
| Elemental power-up duration | 8 s (Spike Shield 6 s) |
| Heal for clearing a fight | 10% max HP |
| Heal for descending to the next organ | 50% max HP |
| Chance a cleared fight leaves a mutation orb | 35% |
| Mechanics introduced as you level | 13 |
| Active skills | 3 |







