
Become a master hacker in this Cyberpunk Roguelike Deckbuilder. Explore the dangers of cyberspace and fight evil corporations. Build and upgrade a deck of powerful programs. Unlock perks and skills, and unleash digital hell on your enemies. Dive Into The Grid!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 10 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Ever wondered what the love child of a Roguelike Deckbuilder and a Tabletop Boardgame would look like? Here’s the answer: Into The Grid features action-packed card battles and deeply tactical map exploration with resource management.

We designed a unique dual-resource system where each card is played for its effect while simultaneously generating Virtual Memory (VIM), which allows the player to take advantage of even the most suboptimal hands. Use your VIM to activate your Commands during battle and obliterate your enemies’ defenses!

Exploit the Commands - powerful unlockable skills that can be the difference between victory and defeat. Choose them wisely, sync them with your deck, and strategically deploy them for knockout wins.

The Grid is the infinite digital landscape where information lives. Full of riches and dangers, it’s a place where only the sharpest minds can thrive. Experience a layer of depth never seen before in the genre; consider every move as if it were your last because it might be. Fight or flee? Visit this area now or later? Cash in a reward immediately, or hold on to it for an even bigger payoff? The choice is yours, as well as the punishment and the profit.

The Repo is your arsenal, and its program cards, your weapons. Get new Programs as you explore, upgrade your favorites and remove your less effective ones to optimize you combat abilities.
As a hacker, your Console is an extension of your mind and body. Customize it to match your playstyle by unlocking hardware mods and perks. The more you hone your skills, the more options you’ll discover!

Into The Grid includes different characters, each with its own gameplay mechanics, art, and story arcs (single player campaigns available at full launch).
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
整体感觉其实很不错,就是前两个小时有点坐牢,因为局外成长没起来,所以没打两个怪就跪了。 等到有各种软件硬件buff感觉就好很多了。 但相信这初始坐牢体验会引来不少差评,若资源时钟能改到4费的话,整个游戏过程就会流畅了
Игра норм, мне понравилось (наиграл пять часов в демку и потом еще десять в саму игру), но, пока ранний доступ, контента мало, хотя, Дарвином (второй класс по сути) даже не начинал. Прошел до финального 3-го босса на второй сложности, слил, пока отложил, жду мета-прогрессию и проч. что они там еще придумают. А то наиграюсь еще до релиза) Пока в игре два класса и четыре уровни сложности. Попробуйте демку обязательно перед покупкой. Аналогов, так чтоб настолка + карты в киберпанк-сеттинге - вроде бы нет. Тут реально карты только половина игры. Вторая важная часть - это перемещение по карте, выбор соперников и проч. Из-за этого партии длинные, могут идти несколько часов. Хорошая новость, что в любой момент можно засейвиться. Точнее, оно запоминает забег при выходе и потом можно продолжить. Сначала кажется сложно, потом вроде норм, втягиваешься. На релизе обещали нормальный русский перевод, а пока можно перевести авто-переводчиком т.к. игра на юнити, потом еще нейронками подправить, читайте мою тему в сообществе про это, в принципе даже в таком виде это играбельно: https://steamcommunity.com/app/2576200/discussions/0/804595842695852604/ Кому нравятся карты, настолки и киберпанк - поддерживаем) Такие игры должны жить.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Spanish - Latin America, Korean, Traditional Chinese, Spanish - Spain
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very cool deckbuilder with a *lot* more strategy and planning needed for the between-combats parts than any other that I've seen. Risk-management and resource management are vital to success, and the trace/alarm system puts an imposing clock on everything (though the most recent early access patch sort of nerfed that clock, I'm expecting it to be fiddled with more as they go). Combat mechanics are pretty good too, and the in-combat visuals are great. There's ineteresting and unique mechanics which will be relevant every run, with all enemies getting 1-3 allies of varying threat/utility and the player having a special meter that can be utilized with several different strategies. One downside is that all that resource management makes runs much slower and longer than they are in most games. You can't just trace out the best choice from several routes on a map, you have to plan out every move and restrategize every few nodes.
Into the Grid has a solid foundation and a lot of promise to become one of the greats. There are two characters so far with a third on the way, and they tap into all the familiar deck styles like draw spam, discard spam, tutoring, amplification, and so on. The battles take place in first-person view, and one thing I think the devs do extremely well is incorporating camera work into the enemies' moves, with the camera jumping around to track swift opponents and recoiling when struck by heavy hitters. It's very grounded. The player's own moves are implied with VFX cues, very responsive with menu options to adjust their speed. Navigating the clusters and layer is done in isometric view, and players have a tremendous amount of lateral authority to pick their battles once they get the hang of it. Though I will say that a lot of overworld strategizing feels necessary to succeed. Most of the "planning 40 turns ahead" mentality is in the overworld, actually. The battles are relatively straightforward if you have a good deck, but getting a good deck involves pursuing the fewest number of battles in order to open up the most number of doors in order to pick from nodes in an ideal order. I like this and don't think it should change, but I can understand if some people might need to adjust to that. The card art is all cool, and weird, and beautiful, and cyberpunk as hell. One of my big hopes for the game is that we get an option to appreciate it in greater detail during a battle if we want, and have ways to show our favorite cards some love like with foils and extra VFX. As far as UI and UX goes, I'd say that the only big issue I ran into is high-draw decks becoming almost impossible to select cards from with precision. I had a couple of mistaken plays here and there with 20+ in hand despite being mindful of this. Perhaps exact duplicates could condense into a stack after x3 are present, or something like that. But even if it's never changed, thank you for letting me draw 80 bajillion cards! Draw caps are boring! I wanna crash my computer from drawing so many cards!!! On that note it plays smoothly for the most part, but I've noticed what I'm pretty sure is a memory leak as the run progresses. Diving deeper into new layers, adding cards to your deck, and even winning battles seems to compound the issue. Near the end of a 4-hour run with Darwin with a 30+ card deck, adding a new card made the game chug for a solid 4 seconds to think about it real hard. This was also a spam deck and just drawing and discarding it all began to make the game stutter. So I saved and rebooted the game, and that calmed it down.
Very fun deckbuilder with a cyberpunk theme. The new updates have added a lot of functionality and progression systems that really augment the gameplay and replayability.
纯圈钱sb游戏,谁买谁sb
2026/07/08 大きめのアプデ入ったのでレビュー一新 ■まとめ ログワイパーでの追跡0化が強すぎて攻略がワンパターン化。 ひどく簡単になりました(ノードを使用するまでずっと追跡0で敵を倒せる) 今後高難易度モード導入予定らしいのでそれからな気がします。 現状はワンパンクソゲーですが、それはそれで爽快感があって面白いのでお勧め。 ■概要 サイバー空間で敵を撃退しつつ3つのエリアをクリアするデッキ構築型ローグライト。 一定回数何かをすると敵が強化され、進行が困難になる。 なので重要度を理解してないとあっという間にゲームオーバーになる。 ただし慣れたらカード1枚でワンキル可能になる。 アンロック前提のゲームバランス。 パッシブや能力値が増えると格段に楽になる。 アンロック無しでのクリアは無限ループもどきをするしかない。 アンロックは少ししただけで勝てるようになる。 でもフルアンロックはかなり遠く、100時間は覚悟しないといけないかもしれない。 カードのアンロックはすぐに済むけど、パッシブが重たい(別にいらないけど) 半分以上のパッシブは役に立たない。 カードの効果はかなり個性的で基本的にどれも強い。 初期デッキで十分とか特定のカードが引けないと勝てないということもない。 ドライバというレリックというか追加パッシブも強力。 ただしこちらは引きによっては何の役にも立たないことも。
Spent nearly an hour just on a run to finally get some new cards and upgrades near the end. One, ONE playable stage, with different difficulties. And it's gets old very quickly. Game is very pretty but honestly isn't worth it.
Pretty, but convoluted. Does too much, too early, and with unintuitive design choices making it difficult to want to pay much attention beyond my first couple hours in. Gave it a few tries, and it just never felt comfortable - quite the opposite, I felt uncomfortable with the UX, the terminology, and the fight sequences the entire time. Pretty though.
tl;dr It is a "game" in the sense that it runs and you can do things. I would skip unless you are really into the vibe, or want to see someone (either skillfully or unitentionally it's not clear) "nerf" most of the mechanics in normal card games to make a repetitive/grindy/dark souls like-experience. It's possible that they just don't have much content and are trying to make the game a grind to make you feel like your money's worth at which point the game could easily become more about the deck building and less about the player skill in the non-deck building elements (knowledge of monster attack patterns, the fiddly totally unexplained way that deck shuffing seems to work, when to trigger skills, how and when items to affect the map) and raw meta progression. (As an example... imagine that the way you advanced in magic was buying upgrades to double or triple your starting health... stuff like that). I think that also, perversely, unlocking the "wrong" card packs probably makes the game harder? Since you only get 2-3 card choices per run before your health is so low that you have to prioritize survival and avoiding combat. ---- I'd ideally like to make this a bit more neutral. But it's probably best to say that this is a tech demo. The "bones" of a game are here. You have some cool monsters (with kind of techmagical spirit creature vibe), some kind of creative (again quasimagical/spiritual feeling) modifiers that turn up on runs. The writing is good in a few spots. They have an interesting, if completely bizarrely named, 2nd currency (called VIM) that acts as a break point for changing how some cards work, and also lets you "spend" it to use certain skills. What it doesn't have is actual deck building mechanics. In principle you're they have cards and stuff, but there is almost no card removal, (I think I saw in once in maybe 10 runs) and it's quite hard to add new cards. Often it's kind of like playing the first hand of dominion over and over again and making tiny little optimizations to shave a round off of clearing monsters. So it feels a little bit more like a deck builder, dark souls game? However there are only 5-6 monster types? And the optimizations are kind of annoying. And the cards you add are just incredibly powerful. Card draw is gimped since your deck only reshuffles at the begining of the round, so if you start off with 0 cards in your deck then card draw (and most of the skills are card draw related) just doesn't work.
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