
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 →
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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).
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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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
结论:不推荐现在购买,起码等开发完全了或者打折到20我可能才比较推荐购买。 内容看似量大管饱,以我个人体验来说,第一次打中级难度花了接近3个小时才打完一次中级难度,但是实际上全是重复的怪。第二层和第三层和第一层的怪没有任何区别(无论是小怪还是精英怪),这让我感到无聊和乏味。我现在回想起来,大概小怪有4、5个,而精英怪和楼层boss只有两个,加上一个最终boss。所以通关一次要花3小时,然而是3小时来来回回打一样的怪。就算怪多了,一局花3小时也太长了。 顺便吐槽一下,最终boss和精英怪的造型也非常丑,精英怪是小丑,而boss是巨型小丑。boss的造型已经可以用“猎奇”来形容了,打到一半还会爆头,感受不到任何最终boss的压迫感(就算在后面难度有压迫感也是数值乱填的结果)。游戏背景是“黑客大战安全安全程序”,那最终boss应该更酷炫,像是病毒,呈现形式应该更具有压迫感。当然可能是为剧情服务,把最终boss设计成了内核(可能剧情是要破坏公司的系统),然而却把内核做成了一个会爆出脑子的小丑的形象,这设计太糟糕了。 并且目前可选职业只有两个,并且没有剧情,只有短短几行的人物介绍。玩家点进去只能选择人物->选择难度->开始打怪。可以说目前这游戏只做了基本的玩法和框架,这个ea的完成度简直和其他游戏的demo一样。 总的来说,花58购买这款游戏绝对绝对是亏爆了的,非常不建议购买。我没记错游戏是11月开启购买的,现在是2月25日,内容和玩法却只有这么点,让人失望。
纯圈钱sb游戏,谁买谁sb
Currently not worth the money. The user interface is nice, and the mechanics are pretty standard, but completion/progression is not rewarding.
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.
11 Hours in and 1 win under the belt later, I can give my first impressions. Now I wasn't aware of this game before meta-progression was added. If you beat it without such things as increased health and trace, you're goated. Enough preamble, the game. The graphics are optimized enough on my hotbox to not fry it on High, that's great. The enemy designs are varied, but clinical in their appearance. Which given the aesthetics, I can get on board with. The animations drew me to the game initially and most don't disappoint. Except the jaw bite...it's just off. The BGM and sound effects are nothing to write home about, nor tear to shreds. It's serviceable and that's not bad I suppose. You might end up playing your own music to say in your head "I'm in" though. The game play I'm more mixed about. I will try to condense this into semi-legible text, but be warned. Runs incentivizes disengaging enemies until you have steamroll potential. However, there are hurdles. The procedural generated rooms may give you 4 - 5 sentinels all blocking multiple nodes. And you're squishy at the start, so best learn to not die while fighting. Speaking of fighting, the encounters aren't fixed, or at least it feels it's random chance on who's up to deep 6 you first. But, there's good news. Beating a sentinel gives you some paltry cash(Intel), a hash key, as well as potentially a random tool. The hash keys are game-changers, so you must at least have some on hand. It allows you to use nodes without incurring a trace (or a lower trace), and that keeps you wanting to fight. However, Haven nodes are few and rarely worth the effort. The intel is weak, the exploited integrity regain is weak, and a hash key is too useful most other nodes to waste it on maybe 60 integrity, so it's just an ATM in a doctor's garb. The other nodes are more varied, but it boils down to use hash keys, exploit for a guaranteed tool, or extract everything in sight. Watchers are what modifies the rooms to make sure you can't do what I said above ALL the time, but only two are really issues, combat watcher and activity watcher. They kinda explain themselves, and are headaches, but manageable. All tools besides the teleporter are useful and I found myself never shying to use any other tool. Teleporting to undiscovered rooms sound nice, but RNJesus does not always love. This tool is hubris wrapped in progress. The node it shares its' name with also sucks for the same reason, why teleport into certain doom at all? If it were more like the ability Blink, I'd not have rambled; but alas. The cards that I've seen so far all have a game winning synergy, and that's kind of impressive given the card games that fail this hurdle. The drivers so far are not busted alone, but they stack and it gives good late game potential. The commands I know make, or break runs and learning which to start with works wonders. The meta-progression shop is very cluttered, but I can see why it was necessary to split so many starting modifiers this way. I can also see why it needed to be revealed piecemeal as you leveled up through runs. I didn't miss the naming conventions by the way, just not sure if it feels sincere or Family Guy like. Overall, I do like it and recommend this game. The caveat being those first few hours really do feel like "I lost this run because of 'X', not me!" and that might be the thing that breaks some camels' backs.
Eh, don't hate it but it isn't offering anything especially engaging in the actual card combat and instead funneling the changes to the overworld management which I don't particularly like - it usually feels like managing punishments instead of enabling rewards.
Yes it's a good game with a lot of thought put in. Things I like: - Upgrading and removing cards is a scarce resource in this game so you really have to make them count which is cool and meaningful. - I like the meta upgrading system, it offers you a lot of ways to switch up a run with some cool things that completely tweak the way certain mechanics work. Things I don't like: - The first boss feels like the coolest and hardest one mostly due to your deck just not being fleshed out by the time you fight him. I find that if I manage to beat him then the rest of the run is kind of a cake walk. I would like to see the others get buffed and maybe have more interesting mechanics. - Most of my runs never get passed security level 2 and that is without meta upgrades so I'd like to see something here. Maybe a risk vs reward system that encourages you to risk tougher enemies for better rewards but when I think about it, there really isn't much they could offer me that would make me want to risk harder enemies, more money just wouldn't cut it, maybe if cards could upgrade multiple times or had branching upgrade paths idk. Point is, Security system could be better. Things I'd like to see in the future: - A "Final" Final boss layer that some other games like this do where you have to meet certain goals in order to unlock the secret "Final Layer" for one last epic boss fight. Not sure how this would work lore-wise but I always find that to be a cool feature. - More card types! It's a card game and the Meta system lets you unlock card packs. Let players have a minimum number that need to be turned on or something and then go nuts with card designs because having cool decks that work in different ways is the lifeblood of these games. The system is already there so I could see this being a cool part of it. I really like this game and think it still has a lot of potential. Definitely recommend it if you like card battlers.
Amazing deck builder roguelike with a awesome cyberpunk netrunner theme very well implemented! Can't wait for the next characters!
不推荐,新手教程还是新手难度,但是一开是正常游玩就直接上难度了。 初始卡组非常弱,打小怪几乎稳定掉血,前期要卡个手,拿不到防御牌直接就炸了; 随机地图,开局就给你三战斗+战斗监控,基本上等于让你六痕迹开局,没拿几张牌呢,就升难度了。 局外成长更是逆天,成长链条短,资源获取还前期少,后期用不了。 基本没有引导,这些小怪总共就那么几种,纯纯改数值而已。
Very satisfying combat and polished UI, specially loving the pair of war drums on that one enemy
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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