
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
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.
有点骚&另一条评测说的很好。通过等待可弥补伤害改变场况的策略游戏 机翻很幽默,虽然大概能看,但是下次还是用好点的机翻吧。以及点击右上角道具不显示汉字只有数字,点击左上角牌库似乎没有弹出牌库卡牌
slay the spireに地形や液体の概念を加えたようなゲーム オイルを燃やしたり、スイッチを操作して酸を敵に浴びせて倒したりするのは面白いと思った 中盤くらいから地形が関係ない敵ばかりが残ってしまい、どのステージでも戦い方があまり変わらないのが少し残念 日本語の翻訳は一部変な個所はあるもののプレイに支障はない。
Pretty fun roguelike deckbuilder with the twist of element interaction and falling sand mechanics. Its pretty fun figuring out which card can affect an enemy's defence, or how you can use cards in quick succession for maximum devastation. I do wish there was a little more variety in cards/elements though - level 2/3 cards duplicate some of the effects of standalone cards, and by World 3, I was finding that any 'new' card was one I already owned. I also struggled to figure out how to best use some of the cards (like the glass circle/wall ones), but these could be expanded it the tutorial.
tl;dr: This sadly overlooked little gem has some great ideas, but also ultimately falls short of them. Give it a go regardless maybe at a sale. Taking Noita and mixing it up with a roguelite deckbuilder is honestly a great and refreshing idea, which is why I'd ultimately recommend giving this game a go. You aren't gonna find a game like this anywhere else and it is very much worth putting a few hours in despite the issues. But these issues are unfortunately quite significant: For one, the classes/characters seem almost identical, differing only in starting relics and HP. If they differ in more, the game did not communicate that. Derived from that comes the fact that most builds end up feeling the same: - You need terrain building (the glass card) or most levels you won't be able to make use of existing liquids. - You need the healing/block card. There is no damage output high enough to mitigate not having healing (which btw makes the first character the strongest). - You need something that can attack beyond blocking terrain. All my runs so far ended with more or less the same deck as there really aren't that many cards - if they'd unlock later, they should do so much faster and more should be unlocked from the get-go. The mechanic where you need to wait for some line to move across the screen is completely unnecessary and just serves as a gigantic annoyance. Same with the lightning, which for some reason has its "charge" bar at the border of the screen instead of where the player eyes will be (at the cursor). Just get rid if that waiting nonsense and don't distribute UI elements that belong together across the screen. The element changing card is very interesting, but has issues: - It displays a wrong size - I assume this is a bug, the real size is roughly 2x of what it shows. - Some elements are useless, eg toxic gas lasts only for a few seconds and so will only do anything if the enemy is right on top - it should last much longer and go much higher. Upgrading cards is often not a great idea and should be revamped. - Bombs will become 2x or 3x shots, but their damage isn't even why you use them - you want their "special" effects and those aren't improved at all upon upgrading. - Often, an upgrade will add something like "draw a card" or "create a bomb". That feels very generic/random and doesn't really reinforce a cards identity. I could go on for longer, but the gist really is that this feels very much like a first draft or an early prototype of a great idea, not so much like a finished 1.0 game.
not fun. trailer better then game
Beat the first few levels so far and I'm deeply impressed by the combo of a falling sand style game presentation and a card builder. I died to the first boss tragically but going to give it another go with more use of the traps built into the levels.
In a nutshell: Powder toy, but a deckbuilder. Very enjoyable so far.
Залип разочек почти на пять часов, но больше не хочется. Почти или одни и те же ситуации. Проходишь 3 босса, по новой. Персонажей 3, но до третьего думаю дойдут только избранные, потому что получить его можно пройдя одно и то же 9 или более раз. Какие-то навыки открываются с каждым прохождением, но мне неинтересно делать одно и то же в этой игре, чтобы посмотреть все навыки. Почему так тяжело перепроходить? Потому что 3 захода и все успешные заняли у меня почти 5 часов, но интересными были только первые 2 захода ибо были за разных персонажей, на третьем уже с самого начала стало понятно как всё скудно.
7/10 A decent particle physics game that mixes luck, strategy and skill. I played the demo so I went in with realistic expectations. It's a fairly simple game: a bit of luck, a bit of strategy, and a bit of skill in timing and aiming. Lacking any one of these won't doom you to failure so long as the others hold up. It's a fairly straightforward but enjoyably engaging combination. As other reviewers have already said, there are a number of balance and QOL issues. The worst is the card upgrades. Each card can be upgraded twice: the first upgrade increases the card's power without adding any drawbacks, but the second upgrade adds a severe drawback without increasing its power nearly enough to justify it. This makes 90% of the cards better off without the second upgrade. Also, the in-game explanations are often useless or straight-out wrong. A perk description might say "increases how many coins you get when killing enemies" without specifying "by how much". A card might be described as "attacking from all directions" when in fact it only attacks from one direction. But the worst problem is that even though each successive run unlocks new upgrades, none of them seem to be any better than the ones you start with, meaning the new unlocks simply dilute the pool of useful upgrades you can come across in the next run. Combine this with the fact that there are seemingly only 3 characters to choose from (and only 2 available at the start), and that you can't edit or improve upon their starting decks, and you get a game that basically punishes you for success. It would have been much better if the game came with an editor where you could create original characters and put together your own starting deck. Also, hiding the language setting under 3 layers of UI is just mean. The only reason to change the language setting is if you can't read the current UI, after all. All that said, it is still a decent game for the asking price. Particle physics games are still fairly rare, and this one brings a few nice ideas to the genre.
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Trends
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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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