
You are a disease. Infect the human body as a lone pathogen in this cellular roguelike shooter. Collect organelles to evolve your parasite in a microscopic arms race against your host's immune system. Conquer a beautiful, procedurally generated world of tiny proportions.
Most likely between $1M and $2.9M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $9.99 | 93% | approximately $1.7M |
| GOG | $7.99 | 96% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $4.11 on Steam · Ukraine (−59%). Compare 30 prices in 15 markets →
Reviews
Themes across 2139 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Is this your game? Tell us your real sales — we'll mark the estimate as developer-verified and use it to calibrate everyone's. Share your numbers →
positive critical· bar length = how often the theme comes up
Reviews
Extremely well made. Buttery smooth, superb controls, fantastic music (heart stage ost when?) and just... so polished. Like, the flow, colors, mobility, flex, weapons, impacts, feedback, it's all so very well crafted here. This game is legit way more polished than any AAA studio slop in last 5 years, easily.
So far lots of fun, great variety and great twin stick gameplag
FIRST OF ALL THE GAME IS REALLY FUN AND WORTH THE PRICE. I am giving this a bad review so that it is easier to find, I will change my review to good eventually. First criticism I have is that Lungs level is exponentially harder than the previous ones. I did not struggle in Liver at all due to good RNG, I even almost had all my hp bar full expect two and mind you I had ♥♥♥♥ ton of HP, around 11 if I remember correctly. However in Lungs I died on the second room due to how hard it was. It is like the game forgot it is a rogue-like throughout the first levels then ramped up the difficulty in Lungs. Another criticism I have is that some item/organelle descriptions are a little vague, I would appreciate visual examples of what the item/organelle does if appropriate.
Le enseñe a mi padre el Juego. Trabaja como biólogo de medicina, dice que es la fumada más grande que ha visto, nos encanta
This game is good, but it's trying to be GREAT, and it's making some baffling decisions trying to get there. Honestly worth buying for the price, but there's a lot of really weird jank holding it down, so I'm leaving this review to hopefully bring some stuff to the attention of the developers.n As a disclaimer though, I don't think everything I suggest in this review is a good idea. I just hope there's SOME good ideas in it. First the good: the core concept is genius, and it's executed quite well. The jelly physics on every enemy and the player are fun, the levels match the organs they're based on (although some of the bosses make me concerned for the world map's health), and there's a few nice secrets to find. The core gameplay loop and design is solid - evolve your cell, place varied organelles in limited space, and try and make something good. The issue is that the game design does NOT facilitate this gameplay loop. The rarity system, while cool on paper, is essentially a requirement to progress - if your organelles are low rarity, you'll just be out-tanked by all the enemies and die (or just waste a ton of time if you're good enough to dodge every attack). But loot is random, and the only way to get high rarity organelles is luck (finding an enhancer or rare organelle to begin with) or double-luck (finding copies of the same organelle). Since there's such a variety in weapons, it's actually very hard to find duplicates, so it's very hard to progress without very good luck or finding a game-breaking exploit. And I suppose that's true of all roguelikes to an extent, but most roguelikes either offer you some way to scrape by without needing insane luck, or limit people from doing things too crazy with REALLY good luck (i.e. Gungeon's starting guns being not terrible vs. Binding of Isaac's engame boss damage caps). This game has neither. This results in a game where bad runs die pretty much just from RNG. This isn't really a bad thing on its own - one of the classics of the genre, Binding of Isaac, is also like this. The difference is that in BoI, a bad run dies in the first three minutes, while in this game it takes fifteen or so. Any trash will get you through Level 1 and probably Level 2 if you're not braindead. Once you get there, you've wasted a bunch of time on a run that was doomed from the start. All this said, some final thoughts on item rarity: I think it works for passive organelles (infusers) since they mostly provide effects like piercing and not pure damage, so increasing those linearly doesn't directly affect the pacing of the game but does allow progression. Some of the 'modifiers' are also a bit problematic in terms of game design. 'Cancerous' organelles spread, which is an interesting mechanic, but so many organelles rely on specific adjacencies that it ends up being a dealbreaker a lot of the time. 'Eternal' organelles can't be moved, which IS a good way to mix up the arrangement of items - but the issue is, when your cell evolves, the position that Eternal organelle ends up in may have nothing to do with its original placement, since your cell layout changes, and at that point you're just boned. Ephemeral organelles are useless unless you're desperate, but never seem to show up when you are. The only modifier that is usually worthwhile is Excitable, organelles which only activate when charged which brings me to the overcharge system - It's good. This should have been the main method of increasing basic damage instead of organelle rarity. It fits the theme, the weapons interact with it well. If it was tied into the stamina system somehow the entire game would make way more sense as a cohesive whole, although I also understand why it wasn't. In that sense, a lot of game mechanics are kind of extraneous to the core equipment-optimizing, evolving experience. I do think outright removing them might be bad for the difficulty, but I feel like in a game with multiple unlockable difficulty levels especially, it's probably okay to let players breeze through the first one. Dead Cells does this nicely - you get a feel for the game, feel like a genius, and then discover you've been playing on Easy Mode the entire time. (Incidentally, Dead Cells also does the 'rarity' thing better with its item levels - which, notably, INCREASE as you progress further into a run, which rarities in this game do not without specific passive upgrades, and even then barely). There's also a few bugs - some organelles will say they can be combined but can't actually - I think this is due to a requirement for higher rarities (i.e. you can't just add a normal rarity to a legendary rarity), but for some reason the UI says you can, which is confusing. Overall, an OK game with a brilliant premise, but design that stumbles at the one yard line.
Good game. Fun to play, pretty graphics, not overwhelming. A really good balance, accessible for casual players, rewarding for hardcore. 5 Stars!
I want to leave a neutral review but can't, this game has a ton of cool ideas, the build crafting is awesome, the aesthetic and the music are great, but there's a design approach similar to other great bullethell games that just does not gel with how the player movement works. The bosses and enemies have attacks that demand that you move with some precision to find gaps or iframe through stuff, but the dodge sends you rocketing across the screen SO quickly and regularly lands you in some other wave of bullets or an environmental hazard, and the inertia-based movement in some of the tiny enemy rooms combined with hazards that further restrict your movement (sometimes literally) just doesn't feel good. I feel like the game wants me to outscale and overpower the difficulty instead of learning to handle it with finesse, and that design choice isn't categorically bad; it can be a matter of taste, but for me it feels like the game's really cool design elements are clashing with its weaker ones. I'm so curious to see how this game would feel with either a) more snappy movement control or b) wider spaces. I will say again though, the stuff that's done well is really fun, and it may outshine the negatives for me after more playtime
游戏是好游戏,DEMO打了十多个小时首发就果断入手。可惜差评给到开发者,今天早上更新完出现的的游戏卡死闪退问题发在社区半天开发者理都不理,在我帖子之后非技术性帖子开发者倒是一条一条回了。这种一关都打不了的恶性bug这么不重视那只能说你的游戏活该受差评,要不是时长超了真想退款。
操作感が素直なローグライトシューターといったところ。 機体のアップグレード、武器やパーツのパワーアップなど。微生物や体内がモチーフ・舞台であることに抵抗がなければ触れてみて損はありません。 ただし、ゲームバランスは取れているとは言い難いのが残念なところ。 自機はバリエーションに富んでいる一方で、装備スロット増加のある自機は経験値アップグレードがそれで埋まってビルドがままならずそのスロットを活かせるだけのパーツが手に入るわけでもないし、スロット増加自体にもデメリットがある。 壁伝いでないと超鈍足になるデメリット持ちの機体は、壁際のダメージトラップを回避できず無効にもできないうえ、ドロップアイテムを取りに行くことにすら強烈なリスクが伴います。素直なプレイ感覚が美点のこのゲームにおいて、ちっとも面白みを感じられません。 アイテム・アップグレードについても種類が多く、それぞれの格差が非常に大きいわりに、出現率をコントロールする手段は一切ありません。なので『引いた装備をなんとか組み合わせて戦う』という余地はほとんどなく、強いパーツが引けるかどうかというゲーム展開になりがち。 [strike]極めつけはラストステージに進めるかどうかも運次第なところ。2ステージをクリアしないと分からず、運が悪ければそこまでのビルドの調子が良くても最終ステージに進むことすら許されません。[/strike] →アップデートで一度通れば以降は運に問われない方法も選択できるようになりました。やったね! 総じてローグライトとしては運要素が非常に強い(難易度が高い、ではない)といえ、何度も繰り返して遊ぶタイプのゲームではないですが、定価で買っても価格分以上には遊べます。
Доброго!!! Игра, конечно хорошая, но огорчает одно но: почему нет сохранения прогресса?