Store data
- UK price
- £6.80
- US price
- Awaiting regional check
- Positive reviews
- 64%
- Total reviews
- 48
- Release date
- 26 October 2026
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Parasite is a survival horror roguelike set in a modern city. You are a small thing of unknown origin that cannot live for long on its own. Every move costs energy, and when the energy runs out, so do you. So you find a human, latch on, and take them.
The host is your battery, your disguise and your tool. Spend its energy instead of yours, walk past people who would scream at the sight of you, use its skills, its keycards, its gun. Probe its brain for its name, what it knows and what it has seen. When it is used up, find another.
Somewhere in the heads of these people is the story of where you came from. Piece it together before the people who already know it find you.
Possession. Attach, subdue the struggling host and invade. Hosts tire, degrade and die: burn through them or keep one for the long haul.
Brain probing. Pull names, skills, knowledge and clues straight out of a host's head, at the cost of their energy and health. Probe too hard and they collapse, never to wake up.
Consent. Stay in one host long enough and it gets used to you. Talk it into cooperating, and speak to other people through its mouth.
Evolution. Research new improvements and grow them on your hosts: neurotoxin needles, hallucinogen gas, camouflage, false memories planted in a victim's head, and many others. Every one is a tool to help you survive.
Habitats. Grow a nest in the sewers under the city or in a cave far out in the mountains. Assimilate hosts, restore energy with biomineral, post a watcher against ambushes, or lay an ovum to be reborn when you die.
Investigation. Gather clues across the city to open a timeline of events, running backwards from the present toward the moment it all began.
The Group. A government conspiracy that handles the things nobody is supposed to know about now has a file on you. Its teams follow your trail, find your habitats and wait for you inside. Probe enough intel from their agents and you can go after their leader.
Cultus Carnis. Found a cult of human followers. Recruit people whose jobs give you combat, media, legal, corporate and political pull, run ordeals, equip them, and summon them when necessary.
A city to hide in. Downtown, residential streets, slums, corporate headquarters, research labs, military bases and the wilderness beyond, generated anew each game and fully 3D. Move between them through the sewers on the region map.
Stealth before strength. People notice what is wrong around them, the police respond and districts heat up. Duck into a dumpster, slip down a sewer hatch, or just be someone else.
Your way to play. A story scenario or an open-ended sandbox, a separate difficulty for each system as you meet it, an in-game encyclopedia, and mod support.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
TLDR:Version 1.0: military base and underground lab are 3D now, the 2D area code is goneRelease date: 26 Oct 2026, in time for HalloweenThe Group can finally be dealt with: find the regional controller or bury the file with your cultYou can build safe habitats in mountain caves far from the city, those aren't ambushed by Group teamsEvery area has its own sounds now, 163 new sound filesHiding in dumpsters, fences, damage numbers and a ton of smaller things So, that's it, the last 2D areas are converted. The military base finally lost its gray squares and the underground lab mission area got the 3D treatment too. Oh, I'll miss these gray squares (no, I won't). In the last post I said the base may remain just a place for spawning clues forever, well, now it won't. It's now a proper location with details, 3D decoration, and area-specific rooms: barracks, mess hall, briefing room, comms, a...
Read full update on Steam ↗This one's without TLDR because while a ton of work was done in the generation and render, there's not much to say about it. Next batch of 2D->3D are conversions is done: sewers, habitat objects, wilderness, lab facility and corpo office. I'll let the screenshots speak for themselves: The remaining areas to convert are underground lab mission area, one mission object in the sewers mission area and the last gray square one: the military base. The military base is still not used for much except spawning clues. This may remain so forever. Now for some serious talk. My old journal says this: 27.03.2016 - Parasite v0.1 released. Yes, I've been working on this game for more than 10 years now. And I haven't got much to show for it, it is pretty much dead. Every update gets an uptick of around 20 (yes, just twenty) people starting it. Steam doesn't give me anything more than daily active user...
Read full update on Steam ↗TLDR:Game has a new UIAnd a new 3D renderer for city areasAll AI art redoneSave system updated: autosaves, multiple save slots, infinite saves difficultyNOW-vs BEFORE:So, the game has a new look, both UI and city streets view. Ages ago (probably somewhere around 2015) I did these gray squares personally using Gimp, all the while intending to find something better. Well, 12 years later I finally did and now the game looks like an actual game, not like something a student would do for their assignment. I couldn't find anything satisfying in 2D so I bit the bullet and now we have a neat low-poly look to build upon. I didn't have the time to rework all the locations so with the exception of the streets (there are three different types like it should be, btw), the office, research lab, sewers, etc, are all the same 2D for now. BTW, military base STILL has gray squares if anyone is feeling...
Read full update on Steam ↗TLDR: IMPORTANT. Platform updated to newer 64-bit only version, report if you suddenly cannot run the game.Full modding support with Steam Workshop uploadSteam overlay enabledRegion map image is now fully generatedNext cults update moved to the next update I was fully in the midst of the next cult update: rival cults were up and attacking the base screaming like mad, you could build cult base structures, you could upgrade your cult to the second level, and even attack the enemy base. All of that mostly in the skeletal phase, sure, PLENTY of work left before the update would be ready to upload, and then I returned to ponder upon one of the old thoughts, about people wanting mods for some reason. Some of you might've seen the pinned thread "what would you like to see from mods?" with zero responses. Me too, I had no idea what people want with mods. Sure, we all know a game or two with a...
Read full update on Steam ↗TLDR: You can now buy equipment and trail skills for followers in BazaarNetSix new combat profane ordeals and combat missions targeted for "me and my cultist buddies" partyTwo new communal ordeals to lower region alertness and group interferenceNew area generators/tilesets for sewers and underground lab with colored lighting and shadowsTargeting mode and commands for your cultistsAI rework for enemy pursuit, spawning Greetings. This update took about three weeks more than I intended because of this: Yes, the game now has colored lighting and simple, but effective shadows (that took me three tries to get right). Not only that, but the walls in these two areas are different tiles with decoration, and not single tile repeats like before. The additions to the mood are undeniable so, of course, I'd like to upgrade the game's visual look to that point in all locations. How long will that ta...
Read full update on Steam ↗Let's do this update in a different order. TLDR first: AI now have jobs and income which is a building block for cults Cult resources, power (generated from followers), resource trading and UI Cult communal ordeals and profane ordeals, occasios (events on completion) Cult temporary effects Cult ordeal missions (called claves in the UI) Follower levels 1-3 and upgrading Follower-specific traits Quick actions to open windows Replaced some old icons with new ones including the parasite I realized that a lot of people probably don't read the walls of text I usually do so now it's TLDR first with the most important things (full changelog in the end still). This is the second cult-related update and it's a large one. Before we start going into details, let me say that usually I try to balance each update in itself so that the player can play the game without any balance-related problems, th...
Read full update on Steam ↗This is the first update of the Evil Cult cycle. I'm not sure how many updates it'll take to complete everything that is planned but for now it looks to be about five. Sorry it took so long to push this one out, hopefully the next ones will be faster. The first update is intended to be an structural one. Before that moment the AI could not attack other AI, it just wasn't possible. The other thing that wasn't there is the ability to store AI between areas. As soon as you leave the area all AI despawns with one special exception - the one in the preservator. It works fine for that task but it can't be used for anything else. So I've split the AI code into two parts and one part is now stored in the cult to be referenced on AI spawn and despawn. Moreover, the whole AI logic was refactored into different classes for easier changes and to support them attacking one another. This allowed me...
Read full update on Steam ↗This is a bugfix release. Demo was updated to this version as well from the ancient 0.6. Changes: Changed menu theme to a new one (Maxstack: "I've never really liked the old one, pls update") A few more menu backgrounds Added short sandbox mode pedia article Changed wording for event on ambush evasion (when not in microhabitat) Fixes: Fix for black screen after rebirth with potential game crash Hosts with maximum consent will not be discovered on despawn Police will always have clues in event area Area draw exception (another black screen fix) Panicking hosts will not run when parasite is attached to them (from panic gas, etc) Disabled mouse inventory actions when inventory is not yet learned about
Read full update on Steam ↗Last time I've said I wanted to start the work on the last major addition to the game before the release but before that I've decided to try out how's it going on the AI art scene. So after endless nights of prompting I present to you the art update. The ingame icons were not changed but I added a lot of art for ingame events, difficulty selection and improvements. While working on it I also decided to add images to most of the pedia articles to illustrate the points. And then I added the main menu background art just for the fun of it. This led me to notice the lack of decent fonts in the game so I added these as well. There are now more appropriate default fonts plus there is a font selector in the options menu. I continued tweaking the visuals until I think I got it right now so here it is. And after that was done, armed with the gajillion new art, I updated the store and library a...
Read full update on Steam ↗Sorry the new release took so long but it's a pretty hefty one. Firstly, the "engine" I used to draw the ingame entities has been removed in favor of low-level draw calls which made my life much, much easier (the usual scene with entities approach is amazingly ineffective and cumbersome for a procedurally generated open world tile-based game) and removed a whole class of bugs related to dynamically managing entities but it also exposed the ingame art in PNG format. You can find it now in the "resources/app/img/" folder along with the rest of UI images. Also this opens up the possibility of working on mod support in the future. I will create a sticky thread in the Steam forum where both potential mod authors and players can tell me their ideas so I can have a better understanding of the work needed to support that. Not only that, the "engine" change now allows me to do simple animation...
Read full update on Steam ↗Balancing changes to make habitats more permanent. Watchers will now give distance bonuses when habitats with them are destroyed Level 2 watcher significantly reduces max energy loss (depending on the group difficulty level) Max affinity tutorial message added Advanced option - show/hide mouse cursor on map Spoon mode option - no limit for saves Fix for dog name
Read full update on Steam ↗There is now a conversation mode ingame. The parasite can chat with its host and later with the other NPCs. How it works is you first need to complete the tutorial (open access to the timeline), then use one host for a period of time until the affinity between you grows to a high degree. At this point a new menu action "Converse With" opens up which leads into the conversation mode. The purpose of any conversation is to gain the consent of the interlocutor. Each turn the list of actions is regenerated from a list of possible ones. Using the analyze action you can gain information about what the target wants and their character aspects if there are any. These, in turn, influence the result of manipulative actions to be positive or negative. At first your chat attempts will fail due to the lack of skills but you can use the brain probe on hosts to get some, plus these skills are increas...
Read full update on Steam ↗This release focuses on enriching the audio tapestry of the game. Essentially, it boils down to adding a lot of sounds where previously there was only silence. Plus, MaxStack has reworked his older work and added a couple more tracks to the game. The final addition is the About game window with credits. Changes: Around 50 new sounds Music updates and two new music tracks About game window Fixes: Disabled background ambience in new game menu HUD fixes for multiple timeouts and timers Fixes for mouse clicks on game view Fix for area alertness stuck at the same value Possible fix for rebirth exception Fix for player entity on loading a region mode save Fix for completing the uncover more events goal if the player stumbles on REDACTED randomly Returned close button to main menu
Read full update on Steam ↗This release brings the often requested sandbox mode into the game. The current plotted scenario is moved into a separate choice during the game start. There is no timeline, no clue gathering, no plot-related events and no NPCs in the sandbox mode, otherwise it plays the same. You can play the sandbox mode indefinitely, you cannot "win" the game. Two key changes were introduced to supplement this mode (they work with the scenario mode too): The first change is that now if you kill off all the ambushers in the habitat, it will not be destroyed. The Group goes into the timeout until they can spend more resources to gather another team of operatives. Same thing will happen with the street ambush. Successful killing of the team is not easy, especially once the level of the team raises but you do have the reward for that now. The second change is the addition of the Pseudocampus improvemen...
Read full update on Steam ↗The main focus of this release was scenario-related changes to the research labs. I don't want to spoil them but now there is an additional bit of gameplay that you will have to do once you reach the . Nothing too serious, just a little more meat on the bones. This also served as a test of sorts for the amount of work needed to implement special scenario logic with custom ingame objects. The results are promising and after some changes to the low-level code I can now spawn objects on the region map, move area objects between areas and make logic that is related to multiple objects. I won't go into any technical details here, this post already promises to be quite large. Lab areas now feature ventilation covers which the parasite can use to go "through the walls" in some places. This is very risky and situational since you will have to leave the host outside. Sorry, no man-sized ventil...
Read full update on Steam ↗The vacation is over and the update is ready. This release marks the addition of the thing that has long been on my radar. I'm talking about ingame encyclopedia. A lot of people ask questions about this and that part of game, or end up confused or even wrong, and before there was no place they could receive the basic information apart from my answers and Steam discussions. Since I'm not all that good at keeping details in my head, some of the answers had me consulting the code and that took valuable time. Don't stop asking questions and giving feedback since that makes me think hard about the game. But now you can also read the explanations and intent behind some of the design. I've intentionally left off anything related to the mechanics and sources of actual evolution improvements (apart from the habitat growths and brain probe), this information is best discovered on your own. I th...
Read full update on Steam ↗I've started working on this update by fleshing out the expanded design for the labs areas. At that point, labs were not much different from other locations, civilians and security, and one lab holding the event goal for timeline progression, the -REDACTED-, of course. There are three parts that I wanted to expand the labs in, these are adding the unique art and location generator, the unique optional gameplay with rewards and unique required gameplay for timeline. After I was done with sketching out the design, I realized that each of these has enough work in it to keep me busy for the amount of time I usually reserve for a single update. To make matters worse, I fell sick with cold for a week or so (in the middle of the hot summer, I know, but drinking much cold beverages daily does that easily for me). So I started work on the first part - the generator and finding unique art. iwan...
Read full update on Steam ↗The focus of this update is on a long overdue writing for the improvement texts. I think the placeholder improvement names are from... 2019? 2018? I don't remember. Anyway, the improvements were also in need of rebalancing, since there were clear winners and a lot of very clear losers. In general, not a single one was nerfed, but some were buffed to improve their usability. Any attacks now have a consistent energy spend between them. Firearms still have a clear advantage once you get the relevant skill up for a couple of reasons. Firstly, the ammo isn't there yet (it will be at some point). And secondly, the basic improvements set is not designed to be combat-competitive, all of these are to improve your survival chance while you're running away. The combat set of improvements and aggressive playstyle support is incoming in the future but I've no date to give you. There are a few inte...
Read full update on Steam ↗Fix for region mode exception after the ambush destroys a habitat with a watcher
Read full update on Steam ↗When I started working on this update, my initial plan was to make save/load support and then move on to the basic evolution rebalance. Unfortunately, that was not meant to be. I knew that savegame support was a serious task but it turned out it was even more serious then I thought. Without going into too much technical details, my favorite highly dynamic method of programming does not gel well with serialization/deserialization (in fact I will have to keep that in mind in the future). The saving wasn't that hard but restoring the correct state after loading the game was a much harder task. In the end I've had to rewrite chunks of low/mid-level code to make the game state serializable and properly restorable so I fully expect there to be savegame related bugs. iwanPlays helped a lot with the QA so it seems stable enough but there's just a myriad of possibilities some of which may resu...
Read full update on Steam ↗There are no gameplay changes in this one but a lot of maintenance stuff that should make playing the game more comfortable. The one small feature I'm most proud of is that you can now shift-click or shift-press number to auto-repeat harden grip and reinforce control actions. Players brought their inherent spamminess which made them a source of mistakes to my attention. Sound and music subsystem was changed, that will increase the sound quality and also restore the remaining three music tracks that I did earlier. Sound/music will require another pass at some point in the future. More sound effects are needed, the ambience should be enriched and my music mixing skills are now significantly better than they were in 2019 (as in I had almost none, hehehehehe) so I want to redo all of these music tracks and start working on the new ones. UI had two big changes. Firstly, there is now the ma...
Read full update on Steam ↗mouse-related exceptions fixes mouse path will now correcly disappear/restore when mouse is over/out of the unwalkable tile
Read full update on Steam ↗This is a release focused on bugfixes with some changes to the difficulty settings. There is a new difficulty selection called survival. Important bugs with habitats dying multiple times and too many AIs on screen on high resolutions were fixed. Many visual bugs for UI windows were fixed, too. The game now has correct mouse cursors. Changes: New difficulty setting - survival. ATM it makes the AI calling the law slower on easy setting and makes the calls interrupt when the parasite attaches to host. Normal and hard settings behave as previously. Evolution difficulty - slower host degradation when evolving on easy/normal setting. The current speed becomes hard setting. Evolution difficulty - now limits total amount of habitats per game. This number is visible in skills section of body window. Note that this number is decreased only when habitat is destroyed. When the last habitat is des...
Read full update on Steam ↗This is the first release that is available to Steam players (pre-release at the moment of writing). The major focus has been on changing the underlying platform for easier development and on making the UI prettier. all HUD and windows UI elements converted to new system with background art added; full UI mouse support finally completed; previous inventory, knowledge and body windows have been merged into one "body" window with multiple toggleable segments; bitmapped font changed to vector; many small bugfixes and tweaks due to these changes; no changes in gameplay yet;
Read full update on Steam ↗3 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
TLDR:Version 1.0: military base and underground lab are 3D now, the 2D area code is goneRelease date: 26 Oct 2026, in time for HalloweenThe Group can finally be dealt with: find the regional controller or bury the fil…
This one's without TLDR because while a ton of work was done in the generation and render, there's not much to say about it. Next batch of 2D->3D are conversions is done: sewers, habitat objects, wilderness, lab facil…
TLDR:Game has a new UIAnd a new 3D renderer for city areasAll AI art redoneSave system updated: autosaves, multiple save slots, infinite saves difficultyNOW-vs BEFORE:So, the game has a new look, both UI and city stre…
TLDR: IMPORTANT. Platform updated to newer 64-bit only version, report if you suddenly cannot run the game.Full modding support with Steam Workshop uploadSteam overlay enabledRegion map image is now fully generatedNex…