Store data
- UK price
- £3.43
- US price
- Awaiting regional check
- Positive reviews
- 50%
- Total reviews
- 0
- Release date
- 12 November 2026
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You start as a single cell, the Main Alpha, in a world that wants you gone. Infect cells to gather biomass and DNA, evolve your species and survive the immune defenses. Every ascension makes you stronger, and when your species has given everything, a second game opens up: the conquest of planets.
Over 120 abilities across 5 categories (Virulence, Metabolism, Structure, Evolution and Synthesis), split into 5 tiers and upgradable up to level 5. Before every new game you choose how to get them:
Guided evolution : when you have enough DNA, pick 1 card out of 3, or empower an ability you already own.
Free evolution : browse the full catalog of the open tiers and take exactly what you want.
Same costs and same rewards: it's not a difficulty, it's your way to play.
A second way to play, chosen when you start a new game. Your orbiting Alphas become ammo: aim with the mouse or the right stick and shoot them into the immune hordes, where they explode. While you shoot you don't gather: you decide when to absorb and when to fire.
Over 60 abilities change for shooting, the others work as in Classic.
Hordes of up to 300 enemies and a difficulty that keeps rising after the last boss.
Its own leaderboard. Permanent card bonuses don't apply here: cards you collect only count for the current run.
Orbiting cells fuse into the Main Alpha: fusions level it up and can transform it. From Sphere to Crown, 10 shapes with different bonuses, and new shapes unlock as you keep fusing.
The immune defenses strike in waves: a 15-second ASSAULT announced in advance, then a RESPITE to catch your breath, then the hunt starts again.
10 enemy types, from kamikazes to charged lasers, plus 3-5 different procedural enemies every run.
3 multi-phase bosses: Titan of Realms, Immune Leviathan and Cosmic Devourer.
After the last one, endless procedural bosses.
10 monsters that look like living planets, each with its own surface, eyes, maw and attacks: magma pools, ice shards, charges, pods, shields, healing, waves and vortices.
In Cell Barrage, two new monsters arrive for every ability tier you open.
In Classic they appear as the run's difficulty grows, and from your first ascension the Difficulty Limiter lets you decide how high it goes.
From your first ascension, a Chaos Rift opens in the world now and then. Step through it to face a timed trial of 45 to 75 seconds: Blackout, Labyrinth or Fire Rain.
Bronze, silver or gold grade, with growing rewards.
Fail and you lose 12% of your biomass, but the run goes on.
They are rare: at most 3 per ascension. Ignore a rift and it fades away.
When you're ready, ascend: you start over stronger, and every ascension raises the challenge.
6 milestones, from Nascent to Omega, and unlimited ascensions.
Essence based on your run score and grade.
18 Mastery nodes across 3 paths and 22 prestige upgrades.
In the Forge you combine up to 3 modifiers into a permanent perk, in 6 rarities from N to LEGEND, with up to 6 slots. Organelles are your equipment: 6 slots, 36 base types and random affixes, and they stay with you even after ascension.
Cards drop as you play, each in a rarity from Common to Progenitor.
5 families of 50 cards, plus the Zone cards.
Complete a card in all 7 rarities for a permanent bonus.
Player marketplace using the in-game currency.
When your species has given everything, the galaxy opens up: explore systems, found colonies and grow them from Outpost to Megalopolis.
10 planet types in 4 rarities, each with its own look.
38 buildings, 44 technologies, galactic expeditions, trade routes, contracts and planetary events.
Terraform planets to change their type.
The Hive Mind: an isometric colony simulation for those who reach the top.
Wandering merchant, treasure chests, mutations, cosmic events and auto-skills.
8 languages and Steam Cloud saves.
11 Steam achievements and online leaderboards.
Controller support.
3 colorblind modes.
| # | ||
|---|---|---|
| 01 | First Death | 86.2% |
| 02 | Category Master | 3.4% |
| 03 | Collector 25 | 3.4% |
| 04 | First Ascension | 3.4% |
| 05 | First Colony | 3.4% |
| 06 | Forge Legend | 3.4% |
| 07 | Streak 7 | 3.4% |
| 08 | Tier 5 | 3.4% |
| 09 | All Cards All Rarities | 0.0% |
| 10 | All Missions | 0.0% |
| 11 | First Trade | 0.0% |
Defeating the last boss is now recognized permanently, so the game no longer asks you to craft the old boss weapon again to advance, and once the last boss is down all further bosses are procedural.
Read full update on Steam ↗Procedural Boss Fix and Weapon Builder Update Procedural Bosses Fixed procedural bosses not appearing after you defeat the final boss that requires a crafted weapon. The spawn timer now carries over between play sessions instead of resetting every time you reload the game, and a new procedural boss cycle starts again after each one you defeat, so they keep coming over time. Remember to keep a composed weapon equipped in the Weapon Builder, since that is what these bosses are meant to be fought with. Weapon Builder The Weapon Builder now shows an Equipped badge with the weapon code whenever a composed weapon is equipped, so you can always tell your weapon is ready for combat. On Screen Alerts Added an alert when a procedural boss is about to appear and when it spawns, plus a confirmation when you equip a weapon. All new text is translated in all 8 supported languages.
Read full update on Steam ↗macOS Support Alpha Genesis is now available on macOS. The game runs natively on Apple Silicon Macs (M1, M2, M3...) with full Steam integration including Cloud saves, achievements, and overlay support. Intel Macs are not supported in this release.
Read full update on Steam ↗Objective Tracker and Player Guidance Update New: Objective Tracker Added a new objective tracker that guides players through the game step by step. 24 sequential objectives now cover the full progression, from first infection to defeating bosses and completing contracts. The tracker appears on the right side of the screen during gameplay. Clicking it opens a detailed description explaining exactly what to do next. Objectives persist across sessions and advance automatically as you play. This system replaces the old hint and tutorial systems, which have been removed. Controller Support Controller support is now a manual toggle in Settings. Open the menu, go to Settings, and enable Controller to activate gamepad mode. When enabled, Steam controller inputs are mapped to game actions. When disabled, no controller UI appears and all inputs behave as standard keyboard controls. The setting...
Read full update on Steam ↗Chaos Events Random mini-games that hijack gameplay after Ascension 1+. Fail = real death. Win = valuable rewards. Blackout — Survive 60s in total darkness with only a light radius around your ship. Invisible enemies deal 2x damage. Labyrinth — Navigate a procedurally generated maze from entrance to exit before the timer runs out. Walls deal damage on contact. Bullet Hell — Survive 4 waves of projectiles in an auto-fire arena. Pre-allocated object pools for zero-allocation performance. Rewards scale with progression (minerals pre-T5, equipment post-T5). Hive Mind New strategic endgame layer a full scale viral colony simulation. Build and manage a colony with 21 building types across 5 categories: Residential, Military, Logistics, Research, Mega-Projects. 4-layer resonance reward system tied to main game progression. District system with overlays, keyboard shortcuts, and detailed info...
Read full update on Steam ↗New Organelli Equipment System Equip up to 6 organelles across different slots to customize your build. Each organelle has a rarity tier and unique stat bonuses.Find them from boss kills, infection milestones, ascensions, treasure chests, and the wandering merchant. Dismantle unwanted organelles for Organic Essence, reforge their stats, or upgrade their rarity at the crafting station. DNA to Legend Forge Spend 10B DNA at the Biomass Forge to craft a guaranteed LEGEND rarity organelle. Difficulty Scaling Fix Enemies now always deal meaningful damage regardless of your defenses, keeping the game challenging in late runs.
Read full update on Steam ↗Combo Multiplier Fix Fixed combo multiplier resetting to 1x whenever a UI screen appeared (auto skill selection, card drops, difficulty modal, ascension screen). Galactic Map Optimization Added off-screen culling for galactic link rendering. Links with both endpoints outside the visible area are skipped. Very long links fade out to reduce visual clutter. Arrow indicators at link midpoints are only drawn when on screen.
Read full update on Steam ↗Card Market redesigned with SciFi panel style, card image previews and duplicates filter for quick selling Wandering Merchant now offers craftable minerals (Void Mineral, Chronic Dust, Raw Iron, Titanium, Plasma Crystals, Neuro Spores) Tech Tree panel enlarged with proper icons, improved text contrast and readability Fixed card selling error "Drop proof invalid" caused by server session expiring Fixed ability bugs: inverted cooldown reduction, inverted damage reduction, broken mutant capture triggers
Read full update on Steam ↗Wandering Merchant improvements The merchant trade window has been completely redesigned with a larger, cleaner layout. No more scrolling to see all offers. When the merchant arrives, the game now pauses automatically and shows a prominent notification with Trade and Ignore buttons. Leaderboard updates Removed the Wave leaderboard tab (it was not a real game mode). Your current tier now syncs correctly to the leaderboard, even if you never died after ascending. Save system fixes Fixed a critical issue where save data (upgrades, abilities, progression) could be lost when exiting the game and returning later. Fixed events like merchants, treasure chests, and forges all triggering at once when loading a save. Performance Fixed stuttering and lag spikes in late game runs.
Read full update on Steam ↗Wandering Merchant (new feature) Added a wandering merchant NPC that periodically appears during gameplay. Offers 5 trade categories (biomass, DNA, abilities, boosts, rare resources). Approaching the merchant automatically pauses the game and opens the trade window. Safe zone around the merchant prevents enemies from getting close. Merchant visibility The merchant now emits a tall green light beacon visible from far away. A notification appears on screen when the merchant spawns. A directional arrow on the screen edge points toward the merchant when off-screen, with a distance indicator. Boss Summon button moved to HUD bar The boss summon button has been relocated to the main HUD bar, next to Build and Pause. Red skull icon with glow effect. Clicking opens a confirmation popup with boss details. Only visible when a boss can be summoned. Alpha cells restored on load When loading a save...
Read full update on Steam ↗Zona Franca (Safe Zone) Fixed piece placement inside safe zones, pieces can now be placed correctly after placing a Core Node Reduced build cooldown from 5 minutes to 10 seconds between placements Fixed enemies entering safe zones, they are now pushed out automatically Added damage immunity inside safe zones Fixed pieces disappearing after placement during sector transitions Core Node is now the only piece available outside safe zones Fixed placement cursor flying off screen Clarified piece descriptions: structural pieces are marked as decorative, functional pieces now show their exact effects (radius,max stacks) How it works: Place a Core Node to create a safe zone (radius 200) Enemies cannot enter the zone and are repelled You take no damage inside the zone Add Amplifiers to increase the radius (+20% each, max 5) Add a Name Plate to display your Steam name Use structural pieces (Lin...
Read full update on Steam ↗Performance Fix - Fixed micro-stuttering that would appear after ~10 minutes of gameplay - The game should now run smoothly during long sessions without periodic freezes - This fix also applies while the game is paused
Read full update on Steam ↗- Buy tab: Cards now display with holographic effects (HoloCard) instead of stat-heavy tiles. Card name, rarity, seller info, price and buy button are clearly separated, no more overlapping overlays - Sell tab: Compact card grid without unnecessary stats or "OWNED" badges. Clean selection with rarity-colored borders - My Listings tab: Horizontal layout with card preview on the left and listing info on the right - Fixed footer text now properly localized in all 8 languages
Read full update on Steam ↗- Duplicate protection: Card stats can only be absorbed once per unique card. Duplicate cards will show "Stats already absorbed" and can be closed immediately
Read full update on Steam ↗Rare environmental zones now appear in the world as you explore. Each zone has unique visual effects and applies temporary buffs and debuffs while you're inside. 5 anomaly types: - Energy Nebula — Increases movement speed, slightly reduces cell health - Radioactive Field — Boosts mutant spawn chance, drains biomass over time - Gravitational Void — Slows you down, but increases cell damage output - Ionic Storm — Boosts biomass and DNA gains, at the cost of cell health - Regenerative Cloud — Heals cells and generates passive biomass, slightly reduces speed Zones spawn periodically during a run
Read full update on Steam ↗0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Defeating the last boss is now recognized permanently, so the game no longer asks you to craft the old boss weapon again to advance, and once the last boss is down all further bosses are procedural.
Procedural Boss Fix and Weapon Builder Update Procedural Bosses Fixed procedural bosses not appearing after you defeat the final boss that requires a crafted weapon. The spawn timer now carries over between play sessi…
macOS Support Alpha Genesis is now available on macOS. The game runs natively on Apple Silicon Macs (M1, M2, M3...) with full Steam integration including Cloud saves, achievements, and overlay support. Intel Macs are…
Objective Tracker and Player Guidance Update New: Objective Tracker Added a new objective tracker that guides players through the game step by step. 24 sequential objectives now cover the full progression, from first…