
Infest is a roguelike deckbuilder where every pixel on the battlefield can burn, freeze, corrode, shock, and melt. Carefully craft your deck and deploy cards to alter the environment, buff your stats, and unleash stunning pixel-by-pixel damage upon your enemies!
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About
Infest is a roguelike deckbuilder where every pixel on the battlefield can burn, freeze, corrode, shock, and melt. Carefully craft your deck and deploy cards to alter the environment, buff your stats, and unleash stunning pixel-by-pixel damage upon your enemies!
Fire, Oil, Ice, Poison Gas, Water, Seeds and Growing Plants are just a few of the elements you'll have to strategically navigate.
(A pixel chain reaction after deploying a LightningCard)
Customize your deck and upgrade cards along the way. Make sure it is well balanced to handle a variety of environmental effects. Can you melt ice? Can you stop mutant plants? Foresight is key.
Deal damage card by card, when your stack is exhausted the enemies get their chance to attack! They will create defensive barriers, throw damage cards at you, buff themselves and heal others! Anticipating their moves and playing the right card is key.
Choose your path through the alien universe. Each run is different so you can replay many times without getting bored. Besides the playable levels, you'll encounter shops, hospitals, and dozens of different bonus challenges. Picking the right path is key to survival.
Features
Pixel by pixel simulated physics
Roguelite style permadeath
Dozens of side-rooms, shops, hospitals, mini-challenges
Dozens of playable cards, perks, and items
Dozens of playable levels with procedural generation
Advanced tech tree for leveling up cards
Achievements and Steam Cloud
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, French*, Italian*, German*, Spanish - Spain*, Portuguese - Brazil*, Russian*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
I was excited for this, but so far it's a bit of a let down. I'll take it with a grain of salt since it's early access, but I made it through the first two worlds without much difficulty my first run, and it really didn't feel like any of my cards were taking too much advantage of the 'falling sands' gimmick. I ended up quitting from boredom halfway through the third world. Almost every combat came down to 'shoot enemy with damaging attack and heal if possible'. I ignored all status ailments, of which only frost and poison were really all that annoying, and discovered that 'upgrading' cards doesn't change much besides more projectiles, or additional effects that made almost 0 difference, like +1 block or draw a card, oh and for some reason the final rank of each upgrade increases the cost of *every* card to two. If you up grade your entire deck, good luck if you have an odd amount of energy to spend. It doesn't really feel like a finished, balanced, well fleshed out game yet, but I'm sure there's room for the developer to improve on these points! I think I am going to let this sit in my library for a while and see where it ends up.
I really like games that make use of sand physics and rougelikes so this is right up my alley. The game is already making pretty good use of those physics, allowing you to combo cards to make much more powerful attacks than you otherwise could. I do also enjoy that it's not just playing cards that's important, but also some small elements of aiming and timing to mix up the formula a bit. The first run is on the easier side, almost acting like a long tutorial but like with lots of these games the challenge really comes in the run modifiers you unlock. I have seen criticism of the fact that the highest level of every card in the game costs two energy so with a fully upgraded deck and an uneven number of energy you do end up wasting one every turn. This is absolutely valid and it can make some perks that give you an extra energy every x number of turns pointless but that isn't a deal breaker for me personally. Hopefully it will change as the game goes through early access though. Importantly the dev is pvery responsive and is keen to hear feedback and bug reports in the discord server so I have high hopes for the future of the game. TLDR: fun little game with plenty of potential, there are a few issues with balancing (as I write this within 24 hours of the game entering early access) but with a responsive dev things are looking good. Definitely worth at least keeping an eye on if you think it sounds interesting
The pixel by pixel damage and destruction is amazing and really fun to engage with. The real time stakes and locational attacking of each card is also incredibly cool. The short and sweet is that this is slay the spire with some very cool tweaks. My only criticisms are aesthetic and totally fixable and only my opinion. Setting stuff on fire is a big highlight and I love the upgrades and the different card effects. Definitely worth checking out. https://youtu.be/x0t703cka1E
Went into this game after seeing a post comparing it to Noita, saying it can get complex. The groundwork could be there, but the synergies are hard to make, and end up being really basic when they do come into play, so half the time it just felt like throwing whatever whenever. The pixel simulation also came across as more of a gimmick than something to actually play around, with most of the stages just having a waterfall or two of a substance, so you either get lucky and set something on fire, or do very little with the particles, if anything. With how much health the final boss had, it just felt like an absolute slog, doing chip damage and healing in a loop that gets dull after a few goes. Definitely has the potential to be good, though as it is now I feel like it's reliant on a gimmick that gets old quick. Making the player and the enemies feel more dynamic than PNGs slapped on a screen, making the game's core mechanic more accessible and easier to utilize, and adding difficulty in other ways than just increasing enemy health, would all be changes that I would love to see in the game, and could really capitalize on the potential it has.
I have had my eye on this game for a while and now it's finally out in EA and boy is it exactly what i had hoped for. It's great fun successfully combining falling sands and roguelike deckbuilding into an interesting gameplay loop. I just finished my first run on the base difficulty with the starting character and had fun all the way through, I will update my review as i get further into the progression of the game. There are currently 20 difficulty levels and I just only beat the first. While i will say the first difficulty was a bit of a cakewalk I imagine that will quickly change. Pros: Fun gameplay and unique combination, nice to look at graphics, cool cards, interesting enemies, runs smoothly Cons: Some of the UI and sound effects could use adjustment to enhance gamefeel especially in post combat, currently I think I would like to see more enemies and more elements added. It's EA so this may happen with time. All in all I would say this is worth the money and I'm excited to play it more and see how the game grows through EA
I was captivated by the concept, and when the run starts rolling in Infest, it's a genuinely great experience A deckbuilder, currently in EA there are 3 visible starting decks, with the third being unlocked at "Infest Level 9", a difficulty mechanic that increases when the player wins a run. There is a map similar to Slay the Spire and other roguelites, where the player must progress from one side to the other, at points choosing one path for the potential for rewards down the line, or to hunt/avoid elite enemies. Combat is where the game really shines. Through combining elemental cards in the players deck, they can unleash their creative and strategic prowess. For example, summon an orb of Oil around an enemy, then send a Fire Bomb into them and watch the fire do the rest. There are other combinations, but figuring them out is part of the fun. Between Glass, Solid, Water, Ice, Fire, Acid, Toxic Gas, Lightning, and other map elements such as switches and explosives, the depth Infested offers is endless, especially with Procedurally Generated combat rooms and map order. I could keep going, and talk about the three different stages, or how the combat rewards players for efficient, clean gameplay, but seriously check it out for yourself, and see how you do!
This game offers a unique twist to roguelike deckbuilders. I'm interested to see what it's like when it comes out of early access.
Dissapointing attempt that hopefully will be improved at some point. It's just not that fun. There is no really control over anything interesting to do with the falling sand component. It mostly boils down to get something that burns or explodes and set it off.
作者玩法设计的出发点是好的,但是感觉还没有出发
Edit: LOL; Those ♥♥♥♥♥♥♥♥ literally banned me for reporting that an ability does not work as intended and months after I made the report! Yeah, stay away. And the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3691383818&fileuploadsuccess=1]thread[/url] was months old and it's a temper tantrum because I dared give the game a negative review! HAHAHA, brilliant! No wonder this broken POS costs 14 bucks, you're buying the privilege of stroking this dude's ego xD Oh, and steam support literally says "this does not violate community guidelines", so maybe think about that if you find a game that is suspiciously well received, since their braindead support finds devs abusing the system A-OK. Original review: Sadly, can't recommend. While it's fun and novel, it's practically abandoned with the dev moving on to a another project while this game has some major bugs that have been reported for over a year, from item bugs, perks not working as intended, to save files removing the current "infestation level", which are like presitge levels, which you need to increase to unlock new characters, etc. If you start on a higher IL, save and quit, and come back to it, it suddenly displays IL0 and if you finish the run, it also counts as IL0. Which makes the save feature pointless AF. This game is version 1.0 with all bugs that come with it for over a year, some of which were already in the demo and pointed out while in the demo. Yet here we are. In the announcements, the devs tell you "maybe we update it soon" and rather post an ad for one of their new projects. Sorry, but eat a ♥♥♥♥. Fix your game or ♥♥♥♥ off. If nobody is buying your game, maybe it's because some people look into the forum and see that not a single bug has been adressed or the game hasn't been updated since launch. I tried for over a year to post bugs and ask if this game is dead, always the same answer, never an actual update. So until these are adressed, I'd rather stay away from this, as well as other projects of the same devs, because right now, it seems they are throwing out a huge volume of different games without actually taking care of them once they are launched. So if you want to collect shovelware, by all means, get this. But right now, this is version 1.0 shovelware, with zero updates and tons of bugs. And this is their *newest* release. Make of that what you will. Dev claims updated were done in some discussions to some cards, and yet the version history literally shows the release date and half the stuff doesn't work as described. Add to that a ton of graphic issues (e.g. writing off screen, too many perks --> become pushed out of the perk area, unable to read them, etc.). Fun right? For 14 bucks, you can get much better games with much better devs, that actually wanna make good games and don't abandon it like slop after release.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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