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Second chances

Extra Lives

Extra Lives & Survival

A run ends when your health hits zero, unless you hold a stored incubation. Extra lives arrive with the Extra Lives mechanic (Level 5).

On this page4
  1. Going Dormant
  2. Extra Life Counter
  3. Challenge Knockouts
  4. Healing During a Run

Going Dormant

Extra life

When you'd die, a stored incubation is spent instead: you collapse into a dormant cyst and re-emerge a moment later.

  • Dormant for 2.2 s; enemy shots fizzle
  • Ordinary cells think you're gone and lose track; bosses, Killer T cells and rivals keep hunting
  • You re-emerge at the safest spot in the room with part of your health (35% from a Dormant Virion, 40–75% with the Incubation Period trait) and 2.5 s of protection
  • Works on any death, even a fall into an abyss
From the Codex

The time between catching a virus and feeling sick. The virus is multiplying, but the body hasn't noticed yet, so there are no symptoms.

Fun fact: Flu incubates for about 1–4 days, measles about 10–12, and rabies can take months; HIV's silent clinical latency can last 10 years.

Incubation (Extra Life) in the Codex

Extra lives come from Dormant Virion drops and the Incubation Period trait, and last only for the current run.

  • Hold up to 3 at once
  • An orange hourglass badge on your virus's portrait shows how many you hold
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

Being knocked out during an Immune Siege or Lysis Chamber fails the room, not the run.

  • You recover to the health you came in with
  • Falling into a pit mid-challenge does the same
From the Codex

When an infection is detected, the immune system recruits waves of white blood cells to the site, guided by chemical signals called chemokines.

Fun fact: Inflammation (redness, swelling, heat) is largely caused by immune cells flooding into infected tissue.

Immune Siege in the Codex

Health comes back in set amounts as you make progress.

  • Clearing a fight or boss: 10% of max HP
  • Descending to the next organ: 50%
  • Refuge: 50%; Restorative rooms: 20% on clearing; stem cell niches: 12%
  • Dormancy altar: full heal; Radiance and Umbra power-ups heal over time

See also