
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. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| 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.
Reviews
Themes across 2139 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
Finally beat this game but it was unsatisfying. Took quite a while, and I feel like it was more due to drops than skill issue. Great visuals, great concept, but the systems felt like they were more inconsistent and unfair than engaging. It really felt like my performance was 70% affected by RNG and 30% actual skill. I like roguelites but this one leans a bit too heavily into luck for its drop systems, the combinations of slots, and the interactions of the buffs. It's beautiful to look at, and a great concept, but its gameplay feels too much like a slot machine and less like a skill-based roguelite where your influence should outweigh the inherent luck. Wish there was a mixed rating but personally I'll settle on a thumbs down to balance out reviews because it's already very positive.
Игра прикольная, но макбуку М1 сложновато пока с ней, уже на первой карте начинает подлагивать, на второй(в кишечнике) ФПС уже очень сильно проседает
Normal bi roguelike oyun. Türden kendini ayıran tek özelliği üzerine insan vücudu ve bakteriyofaj giydirilmiş hali olması . Sıkılmadan çeşitli buildler deneyebileceğiniz ve hedefiniz olan insanın savunma sistemini alt edip onu hasta etmeye çalıştığınız bir yapım. Hikaye falan yok amaçlar yok büyük bi gayeniz falan da yok beyni olmayan bi bakterisiniz sadece. Ben basit bi adamım roguelike severim dertseniz oynanır.
ragebaitted me hard
"What if The Binding of Isaac was a tank builder and was about biology instead of religion" was a question I used to ask myself every day. That is, until I found this game. A genuine would recommend to all the Isaac fans as this game is h i g h q u a l i t y. Music is incredible, gameplay loop is insane, synergies feel strange to start off, but slowly unwind as more information is gathered and the bullet hell starts to turn more into a bullet heaven. Could not sing this game enough praises, so lets get to the negatives instead. Environmental hazards feel like they are just there, until you get hit by them. They just don't stand out very well and can be annoying to play around in specific rooms. But this is just about my only nitpick for now since I don't have that much time in the game yet. Perhaps some more annoying enemies later on, but thats about the worst the game could have to offer from what I've seen so far. Finally, of course you are going to die, I have compared it to Isaac twice already. A big time sink where you die early game over and over and slowly progress as you learn more and unlock new things. If that's what you're looking for, then I could not recommend this game less.
Визуально всё выглядит так, будто я смотрю в микроскоп в университетской лаборатории, только с читами. Клетки — симпатичные разноцветные шарики, которые на самом деле пытаются тебя убить. Это как милые котята, которые внезапно бросаются на твои ноги — только тут они бросаются на тебя, а ты — вирус. Довольно-таки интересная игрушка
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.
Le enseñe a mi padre el Juego. Trabaja como biólogo de medicina, dice que es la fumada más grande que ha visto, nos encanta
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.
It's ok but I didn't like it