
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Currently not worth the money. The user interface is nice, and the mechanics are pretty standard, but completion/progression is not rewarding.
我曾以为安东尼已经够弱智了,直到我遇见贴吧睿智diy, 我本以为睿智diy已经无人能出其右了,这又是谁的部将?
Amazing deck builder roguelike with a awesome cyberpunk netrunner theme very well implemented! Can't wait for the next characters!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
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.
Just started - I like it so far - feels brutal at first but with more unlocks comes great power (and less responsibility I guess)
Wow, I played the demo and after like 5-10 minutes I knew this game would be perfect for me! If you like the cyberpunk genre and roguelike deckbuilders, this is your game. A+
Very satisfying combat and polished UI, specially loving the pair of war drums on that one enemy
Super Cool Cyberpunk rogue like card game With nice hacking gameplay mechanics and beautiful artworks
[h1]卡牌也能第一人称?《深入矩阵》,一本赛博黑客侵入录! [/h1] 《深入矩阵》是一款非常有特色的黑客题材的卡牌游戏,画面采用了赛博朋克的风格,而且战斗状态则是采用了第一人称的方式近距离观察敌人的各种动作,这种画面给我一种完全不是卡牌游戏能够做出来的感觉,所以感觉非常新奇。 [h2]两名主角 [/h2] 玩家可以自选角色完成这次侵入,目前只有两个角色可供选择,一个是玩buff流派的达尔文,另一个是伤害爆破流派的厄萨,两个还都有其他流派,主要根据卡牌来选择构筑。不过后者要无脑一些,直接堆伤害或者防御就好,卡牌的使用也更简单一些。 [h2]独特玩法 [/h2] 玩法方面和黑客这个理念很相近,本作不像一般的肉鸽卡牌游戏那样完全未知的选择其中一个方向后就不能回头,我们可以利用手中的资源把两个方向的门全部打开,让后探测里面的敌人配置和物品分布信息。有些物品可以直接消灭附近的敌人,类似一些潜行游戏的背刺环节,只不过我们是黑客,会用入侵的方式让他瘫痪。 当然有些事件也是无法预测的,相当于随机事件,还有防火墙阻挡我们的进入。随着我们入侵后暴露的踪迹越多,就会触发敌人的警报,警报值越高,我们就会越危险,后面的敌人强度以及入侵的难度都会提高。 所以我们一定要精打细算,及时用情报换取一些有用的道具(这里的情报类似货币的概念),早点完善我们卡牌流派的构筑,与此同时也要把各个入侵路径都规划好,尽量多用附近的道具击杀敌人,少点暴露我们自己的踪迹,让我们用最小的成本解决敌人获取最大的利益。 [h2]流派构筑 [/h2] 上述部分只是这款游戏的特殊玩法,毕竟卡牌游戏还是要回归到卡牌上来,好的流派构筑才是最后取胜的王道。 抽牌有两部分资源,一部分是常规的抽卡点数,有时敌人会对我们施加debuff,比如无法打出攻击牌或防御牌,强迫我们浪费一些抽卡点数或者无法有效应对它的下一轮攻击。除此之外,还有个VIM数值,没达到一定的数值,这个就会允许玩家使用,可以当成一个限定道具,可以继续完成积雪抽卡登强化自身优势的操作,当然一定要注意使用时机。本作的一些卡牌专门会围绕VIM值打造,这也是让我们的角色能够打出持续伤害的关键,不然仅凭手牌构筑的话,有些敌人确实不太好打。 [h2]酷炫视效 [/h2] 游戏的最大特色还是在于酷炫的视觉效果,第一人称卡牌战斗的视角真不赖,可以清晰的看到敌人的攻击特效,有些动作还有明确的特写镜头。特别是第一人称感受它们跳在我们脸上后的一些行为,可以说有点当年“战神3”运镜的感觉了。 [h2]总结 [/h2] 总体来说,《深入矩阵》是一款把卡牌玩出花样的游戏,不仅充分发挥了黑客这个职业的技能,还把卡牌部分做出来新花样。当然最绝的还是塞博风格的视觉艺术,以及第一人称视角的战斗画面,这两个部分绝对让这款游戏能够给很多卡牌游戏老玩家一定的震撼。如果你感兴趣的话,可以体验一下这款游戏! [quote] 高玩研究所,为高玩而生。 [url=https://store.steampowered.com/curator/45487028/]点击这里关注高玩研究所~[/url] 一起努力成为高玩吧! [/quote]
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.
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