Skip to content

PLAYER_GUIDE | ALPHA_GENESIS

ALPHA GENESIS

A top-down evolution roguelite set in the Apollo Nephilim universe. Complete guide to mechanics, systems and strategies — bilingual EN/IT.

01

Welcome

Alpha Genesis

Alpha Genesis

A top-down evolution roguelite where you guide a single primordial cell to become a galactic super-organism.

You begin as one fragile Main Alpha cell. Every Beta cell you infect feeds your colony, every Immune kill yields DNA, and every ascension permanently advances your progression.

Use the sidebar here to jump to any topic, or read top to bottom for a full walkthrough from your first infection to the late-game galactic empire.

02

First Steps

Move the Main Alpha with WASD or the arrow keys. Get close to a green Beta cell: infection happens automatically and the Beta becomes a new Alpha in your swarm. Touching a red Immune cell damages your Alphas; if the Main Alpha dies, the run ends.

The first objectives (in order)

  1. Explore - move around to find Beta cells.
  2. First infection - get close to a green cell.
  3. Grow your swarm - reach 10 Alpha cells.
  4. Collect Biomass - the counter is at the top of the screen, target 100.
  5. Buy an upgrade - the Upgrades panel is on the right.
  6. Eliminate an enemy - move your swarm into a red Immune cell to fight back.
  7. Capture a Mutant - special Beta with a glowing colored border, drops DNA.
  8. Unlock an ability - happens automatically when you have enough DNA. Abilities panel is on the left.
  9. Slot an active ability - open the ability bar at the bottom to equip an active.
The Objective tracker on the right side of the screen always tells you what to do next. Click it for the full description.
03

Resources

Five resources drive every decision in Alpha Genesis. Knowing which one you are short on tells you what to do next.

ResourceHow to earnUsed for
Biomass4 per infection, 10 per mutant capture. Killing Immune enemies also drops biomass.Biomass Shop upgrades and boosts; Biomass Forge conversions.
DNA1 per mutant capture; killing Immune enemies drops DNA. Modified DNA pickups give bursts.Unlocking abilities (Forge perks also cost DNA).
CrystalsBiomass Forge conversion (500K biomass → 1 crystal); boss/chest drops; planetary mining.Tech tree (planetary), high-rarity Forge perks.
EssenzaEarned at ascension (formula: sqrt(biomass) + DNA + cells + abilities). Biomass Forge: 5M → 1.Prestige upgrades, Mastery Tree, halving Forge degradations.
MineraliBiomass Forge conversion (100K → 1 random); planetary mining; treasure chests.Crafting (Weapon Builder), planetary infrastructure.
EnergiaEnergy collectors (planetary buildings); Wandering Merchant trades.Powering planetary buildings, Tech tree costs.
If your biomass is sitting unused, open the Biomass Forge (dedicated HUD button, appears after all biomass shop upgrades are maxed) and convert it into Crystals, Essence or Minerals. Idle biomass is wasted progress.
04

Cell Types

Three friendly cell types form your colony. Recognising them at a glance is essential.

Alpha
Main Alpha
The cell you control. If it dies, the run ends. Heal it through Forge perks, mutations, and shielding abilities.
Beta
Beta Cell
Infected followers. They produce biomass passively and can be configured by colour for shield matching.
Mutant
Mutant
Rare super-Beta with stronger output and unique triggers. Spawn chance scales with DNA Extraction overcharge.

Beta colours and the shield system

Beta cells come in 3 colours: red, blue, yellow. The Main Alpha cycles its active shield colour with C (cooldown 0.5s). The shield arc covers a 30 degree spread and can include up to 50 shield cells. Match the active colour to the dominant threat to mitigate the damage you take.

Mutant cells have a 10% spawn chance from any Beta. Their category is weighted: virulence 30%, metabolism 30%, structure 20%, evolution 20%. Capturing one yields 1 DNA plus extra biomass.
05

Combat & Quick Actions

Five quick actions are bound to single keys.

KeyActionCost / CooldownEffect
QOverclock120 biomass base, 20s cd+25% infection radius for 8 seconds.
FFortify150 biomass base, 25s cd-30% damage taken for 6 seconds.
SpaceFusion100 biomass first time, x2.5 each repeatFuses queued shrunk cells into the Main Alpha, gaining +25 energy per cell absorbed.
CShield Colour0.5s cd, freeCycles active shield colour (red, blue, yellow). Mitigates damage vs matching threats.
XInteractfreeActivates a nearby structure, merchant, or pickup.

Quick action costs scale with your current biomass (2% of biomass, never below the base, never above 1 million). At 1,000 biomass Overclock costs the base 120; at 100,000 biomass it costs 2,000.

Second Wind (auto-trigger)

Below 15% HP, a Second Wind activates automatically: 140px knockback ring (350 force), 1s invulnerability. Costs 80 biomass + 8 DNA, cooldown 120s.

Combos

Killing enemies in quick succession builds a combo multiplier that boosts gains. Getting hit or letting the timer drain resets it.

06

Immune Enemies

10 immune enemy types with distinct behaviour and stats.

Minor
Minor
15 dmg / 35 HP. Highest spawn weight (50). Fast, melts to one ability hit.
Major
Major
30 dmg / 100 HP. Spawn weight 25. Solid bruiser, sees from 500px away.
Elite
Elite
40 dmg / 200 HP. Spawn weight 10. Threat unit, sees from 600px.
Kamikaze
Kamikaze
15 HP, 180 move speed (rocket). Spawn weight 20. Explodes on contact.
Beam
Beam
70 HP, slow. Spawn weight 10. Fires a beam (Membrana Riflessa counters it).
Suppressor
Suppressor
15 dmg / 120 HP. Spawn weight 8. Debuffer (Purga Spore neutralises it).
Splitter (Cubo di Carne)
20 dmg / 80 HP. Spawn weight 12. Splits into meat projectiles when hit.
Gunner
Gunner
120 HP. Spawn weight 12. Fires bouncing projectiles.
King Cell
35 dmg / 400 HP, very fast (120). Mini-boss controlled by ascension count.
Procedural
30 dmg / 150 HP. Spawned dynamically. Body and behaviour generated by procedural shaders, every encounter is visually unique.
When your HP drops below 30% the screen edges turn red. That is your last warning before death.
07

Boss Fights

The boss roster has 3 fixed-tier bosses + procedural bosses. Summon from the red skull button on the HUD. Each boss has multiple phases that activate at HP thresholds.

BossTierBase HPArmorDamageDrop
Titan of Realms3500020%50nucleo_immunitario
Immune Leviathan4(higher)scaledscaled(tier 4 part)
Cosmic Devourer5(higher)scaledscaled(tier 5 part)
Procedural bossesprocvariesvariesvariesvaries

Procedural bosses are unique each time: every silhouette, attack pattern and skillset is generated fresh.

Damage families

Boss resistances are split across 5 damage families: Kinetic, Viral, Energy, Void, Entropy. Titan of Realms is most resistant to Kinetic (25%) and Void (20%), least resistant to Viral and Entropy (10%). Choose abilities and weapons that exploit a boss' weakest family.

The Letter Parry QTE

During key boss attacks a letter prompt flashes on screen. Press the matching key (or controller button if controller mode is on) within the window to parry the attack: you take no damage and the boss is briefly stunned.

BossLink tags

Each boss carries a set of tags. Defeating bosses with overlapping tags grants permanent BossLink bonuses that affect future runs.

Boss damage is percentage-based. Card HP bonuses and resistances are critical for the late-game Titano dei Reami fight.
08

Abilities

The ability system contains 127 abilities spread across 5 categories and 5 tiers (Evolution 25, Metabolism 25, Structure 28, Synthesis 25, Virulence 24). Spend DNA in the Ability Unlock Panel to unlock a random ability from the lowest tier you have not completed.

Unlock costs

TierBase DNA costGrowth per unlock
T115x1.05
T250x1.08
T3200x1.10
T4800x1.13
T51500x1.15

Categories

Evolution
Evolution
Permanent transformations: clones, hive minds, black holes, ascension catalysts.
Metabolism
Metabolism
Resource generation: photosynthesis, recycling, alchemy, infinite growth.
Structure
Structure
Built defences: factories, walls, generators, energy barriers, citadels.
Synthesis
Synthesis
Orbital ring optimisation: shape bonuses, fusion efficiency, core protection.
Virulence
Virulence
Offence: viral projectiles, plagues, apocalypse, omega point.

Tiers

Each tier costs more DNA but unlocks stronger effects. Unlocks always happen from the lowest tier that still has abilities left; once a tier is fully completed you advance automatically to the next one. Tier 4 requires 2 ascensions (Trasceso), Tier 5 requires 5 ascensions (Divino). Tiers 1, 2 and 3 are always accessible.

Active abilities can be assigned to slots 16. Passive abilities apply automatically as soon as unlocked.
Some abilities only affect cells visible on screen (Quantum Infection, Apocalypse, Omega Point). Position the Main Alpha (the camera follows it) so the area you want to hit is on screen before triggering.
09

Auto-Skills

18 auto-skills (7 Attack, 7 Defense, 4 Utility) trigger automatically when their conditions are met. Tiers unlock based on total abilities unlocked: Tier 1 always available, Tier 2 at 10 abilities, Tier 3 at 25 abilities.

Attack

Risonanza Virale (T1)
After 6 infections (cd 4s): wave on nearby Beta, 2% maxHP to adjacent immunes.
Scarica Orbitale (T1)
Every 8s: 1+ Alphas strike the closest immune for 4% maxHP each (max 3 hits).
Predazione Mutante (T1)
Passive: +30% damage vs Elite and Kamikaze.
Nova Parassita (T2)
Lose 15% HP in 3s: explosion 140px (6-12% maxHP), cd 12s.
Spore Corrosive (T2)
Every 10s: 9% maxHP DoT + +15% damage taken on 3 immunes for 6s.
Frattura d'Assedio (T3)
Every 12s: 320px line (5% maxHP), knockback, +15% vulnerability for 3s.
Eco del Flagello (T3)
Every 15s: requires Beta threshold, explosion 4-10% maxHP scaled by Beta count.

Defense

Membrana Riflessa (T1)
Passive: -20% damage from beam/suppressor, 10% reflected back.
Nucleo Decoy (T1)
Every 18s: spawns 80 HP decoy, player takes -20% damage for 3s.
Velo di Evasione (T2)
Below 35% HP: dash 150px + 0.8s invulnerability, cd 20s.
Rigenerazione Spinale (T2)
No damage for 3s: heal 7 HP/s for 4s + 15 HP shield after.
Anti-Kamikaze (T2)
Kamikaze in 130px: -40% damage, counter-blast, 50% slow 1s, cd 8s.
Guscio Reattivo (T3)
After 3 hits in 4s: absorbs up to 60 damage per hit for 5s, cd 30s.
Barriera di Compressione (T3)
Every 20s: 120px area slows immunes by 35% for 4s.

Utility

Campo di Frattura (T1)
Every 10s: cone push + 30% slow for 2s.
Purga Spore (T2)
Near suppressor/beam: debuff immunity for 3s, cd 15s.
Beacon di Caccia (T3)
Passive: +20% damage vs beam/kamikaze/elite, -10% damage from them.
Spinta di Gravità (T3)
Every 14s: pull 280px + 25% slow for 1.5s.
10

Organelli Equipment

Organelli are equippable items that buff your Main Alpha. There are 6 slots with 6 base types each (36 total). Each item has one implicit bonus from its base type, plus rolled affixes. Rarity uses the same scale as Forge perks (N, R, SR, SSR, UR, LEGEND).

Affix types

  • Flat — plain stat bonus, always active.
  • Conditional — active only when a condition is met (combo above X, HP below %, orbital count, ability category equipped, boss alive, infections above N).
  • Tradeoff — strong bonus paired with a penalty on a different stat.
  • Synergy — scales with a counter source, with an upper cap.
Nucleo
Nucleo
Core stat boosts (HP, DNA gain).
Membrana
Membrana
Defence and damage reduction.
Mitocondrio
Mitocondrio
Energy and biomass efficiency.
Ribosoma
Ribosoma
Ability output and mutation rates.
Flagello
Flagello
Movement speed and dash effects.
Vacuolo
Vacuolo
Storage, cooldowns, special triggers.

Drop sources

  • Boss kills — rarity weights scale with boss tier (T3 vs T6+).
  • Treasure chests — chance to drop based on chest rarity.
  • Milestones — periodic drops on progression beats.
  • Ascension — guaranteed item per ascension; high tiers boost UR/LEGEND chances.
Organelli persist across ascensions. Your inventory is preserved even when everything else resets.
11

Cards

The Estro card collection contains 250 numbered cards (50 unique numbers x 5 variants A/G/H/I/M) plus a few special cards. Each card has 5 stats: ATK, DEF, HEL, DEX, MAP, plus an optional DONO (gift) effect and an Una sola volta (one-shot) flag.

Absorbing a card

Absorbing a card adds its stats to your permanent totals. Bonuses persist across ascensions, just like Forge perks. Diminishing returns apply per stat type (factor 0.15 per absorbed card), so spreading across stats is more efficient than stacking the same one.

Stat conversions

StatEffect
ATK+0.5% damage per total point
DEF+0.5% damage reduction per point (capped at 90%)
HEL+1.0% max HP per point
DEX+0.5% infection radius per point
MAP+0.3% drop rate (luck) per point

Where they come from

Floating cards appear during gameplay (milestone drops, boss rewards, treasure chests). The Marketplace allows trading cards via Steam-authenticated listings.

12

Biomass Shop & Overcharge

The Biomass Shop has four core upgrades plus four temporary boosts.

UpgradeEffect
Raggio InfezioneInfection radius of Alpha cells.
Velocità AlphaMovement speed of Alpha cells.
Efficienza Biomassa+% biomass produced by Beta cells.
Estrazione DNA+% DNA from kills.

Four temporary boosts (Spawn Alpha, Frenesia, Sciame, Onda Mutante) provide short-duration burst effects.

Overcharge

Once an upgrade hits its base max, it enters Overcharge mode: cost continues exponentially from where it left off, bonuses per level shrink. Special milestones unlock at high overcharge levels:

  • Every 10 Biomass Efficiency overcharge levels: +1 passive biomass / second.
  • Every 5 DNA Extraction overcharge levels: +5% mutant chance.
Auto-buy can drain your biomass into overcharge. Toggle it off if you are saving for a Forge conversion.
13

Forge & Perks

Forge bases spawn in the world every 6-10 minutes (12% per visited sector). Interact with one to open the Forge UI: 5-7 options are rolled, you pick 1-3, and a permanent perk is generated. A perk can target any of these stats: biomass/DNA gain, infection radius/speed, movement speed, Beta spawn rate, mutant chance, enemy damage/speed/spawn/count (reductions), Alpha health/damage, building efficiency, expedition rewards.

Slot progression

  • Start with 3 perk slots.
  • +1 slot per ascension (tier 1 = slot 4, tier 3 = slot 5, tier 5 = slot 6).
  • Maximum 6 total slots.
  • Cooldown between Forge uses: 30 minutes.
Resource conversions (biomass → Crystals, Essence, Minerals) use the separate Biomass Forge button, see Biomass Shop section.

Perk rarities and base costs

Normal
Base 500 biomass, weight 1.
Rare
Base 1.2K biomass, weight 2.
Super Rare
Base 2.5K biomass, weight 4.
SSR
Base 6K biomass, weight 8.
Ultra Rare
Base 14K biomass, weight 16. Unlocks at Trasceso (T2).
Legend
Base 30K biomass, weight 32. Unlocks at Divino (T5).

Costs scale: +50% per extra option picked (max 3 total), +40% if categories are mixed. Caps: max +80% per single target, max -30% enemy damage.

Echo system

Perks forged at higher ascension tiers gain Echo bonuses: a multiplier applied retroactively. Echo Tier 1 unlocks at Trasceso (T2), Echo Tier 2 at Divino (T5), Infinite Echoes at Omega (T10).

Perk degradation (T6+)

From ascension tier 6 onwards, each ascension adds a small degradation to one perk modifier (e.g. -10% of its value). You can pay 250M essenza once per run to halve a single degradation.

14

Permanent Mutations

Two distinct mutation systems coexist.

Prestige Mutations (permanent, purchased with Essence)

Eight upgrades in the Mutazione category of the Prestige tree (P). Bought with Essence, they apply to every future run.

MutationEffect
Rigenerazione AlphaMain Alpha regenerates 2 HP/sec.
Infezione Residua15% chance to chain-infect 1 adjacent Beta.
Spore InizialiStart with 3 extra Alphas in Ring 1.
Fusione RapidaFirst fusion happens automatically after 30s.
Predatore NaturaleKilling Elite+ enemies gives +1% permanent damage for the run.
Raccolta PassivaBeta cells killed by enemies refund 25% biomass.
Abilità T3 InizialeStart each run with 1 random Tier 3 ability.
Eco Evolutiva10% chance every ability unlock gives a second one.

Genetic Anomalies (per-run, dual-edged)

15 dual-edged mutations offered during a run. The first appears 3 minutes after run start; further offers come every 2-7 minutes (faster after a decline). Maximum 5 active per run. Accepting applies BOTH a bonus and a malus from the chosen mutation.

Examples: Unstable Membrane (+35% infection radius / -20% cell HP), Furious Metabolism (+40% biomass gain / -25% cell HP), Hypermutation (+30% DNA gain / -15% infection speed), Neural Overclock (+20% movement speed / -15% damage reduction).

Genetic anomalies do NOT carry across runs — they reset on death/ascension. Prestige mutations are permanent.
15

Ascension & Prestige

When your Main Alpha can no longer survive, or you actively trigger ascension, the run ends and you gain Essence based on your performance. Essence is spent on prestige upgrades and Permanent Mutations.

Ascension tiers

Each tier unlocks specific systems. The level shown is the ascension count required.

Nascente
Nascente (T0)
Starting tier. Nothing unlocked yet.
Risvegliato
Risvegliato (T1)
Mastery Tree, Forge slot 4.
Trasceso
Trasceso (T2)
T4 abilities, Forge UR perks, Mastery branch 2, Echo tier 1.
Asceso
Asceso (T3)
Forge slot 5, Mastery branch 3.
Divino
Divino (T5)
T5 abilities, Forge LEGEND perks, Divine abilities, Echo tier 2, Forge slot 6.
Omega
Omega (T10)
Omega Form, infinite Echoes, Final Mastery.

Catalysts and Difficulty

Optional Catalysts can be enabled before a run to increase difficulty in exchange for higher score multipliers and better drops. Your effective challenge tier scales the rewards accordingly.

Open the Prestige screen with P to allocate Essence and pick mutations.
If you are not sure what to do next, open the Prestige screen: it always shows you the exact requirements still missing to ascend and unlock the portal.
16

Mastery Tree

The Mastery Tree contains 18 permanent nodes organised in 3 branches of 6 nodes each. Nodes are bought with Essence and persist across all ascensions.

Branches

  • Via della Forza (Force) - cell health, damage, regen, passive damage aura, i-frames, warform on kill.
  • Via della Crescita (Growth) - biomass gain, DNA gain, Beta spawn rate, resources per Alpha, death recycle, passive resource generation.
  • Via dell'Evoluzione (Evolution) - ability cost reduction, cooldown reduction, extra ability slot, synergy bonus, discovery discount, free T5 ability on ascension.

Each node has up to 5 levels, with costs scaling per level. Nodes have prerequisites within their branch (e.g. Spine Virali requires Membrane Rinforzate level 2).

17

Planetary System

Late-game expansion sees you colonise planets. Each planet is a self-managed colony with its own resources, infrastructure and threats.

Buildings

Habitat
Habitat
Houses population, the foundation of any colony.
Crystal Mine
Crystal Mine
Extracts crystals from the planet.
Research Lab
Research Lab
Generates research points for the planetary tech tree.
Refinery
Refinery
Refines raw minerals into usable resources.
Shield
Shield Generator
Defends the colony from threats and orbital attacks.
Energy
Energy Collector
Powers all other infrastructure.
Comm Hub
Comm Hub
Enables trade routes between colonies.
Spore Farm
Spore Farm
Cultivates Beta cells locally for shipping back.
Dyson
Dyson Collector
End-game energy structure with massive output.
Orbital
Orbital Habitat
Increases population cap beyond planetary limits.
Stellar Forge
Stellar Forge
Apex-tier production building.
Omega
Omega Structure
Final tier capstone building. Unlocks at Omega ascension.

Adjacency bonuses

Buildings placed next to compatible neighbours gain efficiency bonuses. Plan your layout: a Refinery beside a Crystal Mine outproduces an isolated one.

Population, contracts and threats

  • Population grows in habitats and is required to staff your buildings; happiness affects productivity.
  • Contracts are timed objectives that pay big rewards.
  • Threats spawn periodically: pirates, anomalies, immune outbreaks.
18

Planetary Tech Tree

The planetary Tech Tree contains 44 technologies organised in 5 tiers x 5 categories. Tech is paid in Crystals and Energy.

Categories

  • Colonization - colony pods, habitat slots, terraforming.
  • Extraction - mining bonuses, energy collectors, refineries.
  • Propulsion - scanner array, faster expedition travel, rare planet discovery.
  • Xenobiology - spore farming, biological synergies, organic infrastructure.
  • Megastructure - apex buildings (Stellar Forge, Dyson Collector, Omega Structure).

Higher-tier tech requires lower-tier tech as prerequisites. Some unlocks add buildings; others give global percentage bonuses.

19

Trade Routes & Marketplace

Trade routes

Connect two colonies to exchange resources automatically.

  • Setup cost: 50 Crystals + 100 Energy.
  • Setup time: 2 minutes.
  • Throughput: 10 resources/minute, 80% efficiency (20% lost in transport).
  • Maintenance: 5 Energy/minute per active route.
  • Max routes: 3 simultaneous.

Marketplace

Steam-integrated meta-store. Buy and sell cards and rare resources with other players. Uses Steam authentication tickets to verify ownership. Earning the Merchant achievement requires completing a single Marketplace transaction.

20

Galactic Map & Sectors

Open the Galactic Map with G. Each star system contains planets, sectors, anomalies and links to neighbouring systems.

Sectors

The world is divided into a grid of sectors. Sectors you have visited are tracked and remain marked on your map.

Zone Franca

Special zones you can build by placing pieces in a sector. While inside a Zone Franca, enemies do not spawn AND resources do not accumulate. Use them as safe rest stops between intense fights.

Travel

Long jumps between distant sectors show a travel overlay. Pieces you have placed and sectors you have discovered are remembered between runs.

21

Events & Encounters

Several event types interrupt or enrich the moment-to-moment loop.

  • Wandering Merchant - Periodically appears with 7 offer categories: resource swap, devil deal (HP penalty for buff), gamble, temp buff, ability sacrifice (refund DNA), mineral trade, equipment (Organelli). A green light beacon and on-screen arrow point to it; approaching pauses the game and a safe zone keeps enemies out.
  • Treasure Chests - Floating containers that spawn near you every minute or two, up to 3 at a time. Walk into one to open it and collect a random reward.
  • Cosmic Events - 10 different events (Meteor Shower, Alien Signal, Debris Field, Gravitational Anomaly, Space Merchant, Solar Flare, Wormhole Rift, Cosmic Storm, Quantum Fluctuation, Nebula Encounter). Each one offers a choice between two outcomes (for example: destroy 30% of enemies, or +500 biomass).
  • Chaos Events - Short, intense events with bigger rewards if you survive.
  • Spatial Anomalies - Localised zones with altered rules (slowed time, mirrored controls, low gravity, etc.).
  • Genetic Resonance - Run-wide buffs that build up as you keep your colony healthy.
  • Mutation Offers - The 15 dual-edged genetic anomalies (see Mutations section).
The Wandering Merchant is one of the best early sources of free abilities. Always interact with it before clearing the area, the safe-zone makes it risk-free.
22

Crafting & Weapon Builder

Open the Weapon Builder with K. Place pieces in a 32-row grid divided into 3 zones: Barrel (rows 0-9, +50% range), Body (rows 10-21, +50% speed, +20% energy), Grip (rows 22-31, +50% damage, +30% area).

Piece types (8)

Plasma Core, Void Circuit, Neural Link, Bio Membrane, Cryo Conduit, Graviton Node, Quantum Relay, Nano Lattice. Each excels at 1-2 stats and is weak in others, forcing tradeoffs.

Rarity multipliers

RarityMultiplierDrop weight
Nx1.0100
Rx1.240
SRx1.515
SSRx2.05
URx2.51.5
LEGENDx3.50.3

Adjacency combos

Adjacent pieces of compatible types unlock combos: Plasma Focalizzato (Plasma + Void: +30% damage, pierce), Shock Termico (Plasma + Cryo: DoT 4s), Catena Neurale (Neural + Quantum: chain), Pozzo Gravitazionale (Bio + Graviton), Risucchio Vuoto (Graviton + Void: weaken), Crio Membrana (Cryo + Bio: slow).

Drop gating by enemy tier

Tier 6-7 enemies drop up to R, T8-9 up to SR, T10-12 up to SSR, T13-15 up to UR, T16-20 up to LEGEND.

23

Expeditions

Open Expeditions with E. Send Alpha cells on timed missions. They are removed from the active engine while away and lost if they die.

Mission types (6)

MissionDuration
Ricognizione (Recon)30 seconds
Raccolta (Gather)60 seconds
Caccia (Hunt)120 seconds
Esplorazione (Explore)180 seconds
Conquista (Conquest)300 seconds
Missione Estrema600 seconds

Random events

While away, missions can roll bonus events: Jackpot Biomassa (+5x biomass), Cache DNA (+3x DNA), Artefatto Antico (+2x both), Sopravvissuti Extra (reduces death rate by 50%), Scoperta Dorata (+10x biomass).

24

Achievements

11 Steam achievements track major milestones. They unlock automatically and sync to Steam. The last one is hidden until earned.

First Infection
Complete your first game.
Rebirth
Perform your first Ascension.
Collector
Obtain 25 cards.
Merchant
Complete a Marketplace transaction.
Colonizer
Establish your first colony.
Consistency
Reach 7 days login streak.
Evolution Master
Unlock all abilities in a category.
Transcendence
Reach Ascension Tier 5.
Legendary Artificer
Forge a Legendary perk.
Galactic Supremacy
Complete all planetary missions.
Absolute Progenitor
Hidden. Collect all cards in all rarities.
25

Daily Login & Marketplace

Daily Login

A 7-day cycle. Each day grants currency plus a streak bonus. Some days include a temporary buff (biomass boost, DNA boost, or both) lasting several minutes. Day 7 always grants a card with a rolled rarity.

Your streak keeps growing across cycles. The Consistency achievement unlocks at 7 consecutive days.

Marketplace

Browse listings, buy and sell cards with other players. The Merchant achievement unlocks on your first transaction.

26

Objective Tracker

The right side of the screen shows your current objective. The 24 sequential objectives cover the entire progression. Click the tracker to read the detailed description.

Sequence (in order)

  1. Move for 5 seconds
  2. First infection
  3. Reach 10 Alpha cells
  4. Earn 100 biomass
  5. Buy first upgrade
  6. First immune kill
  7. Capture a mutant
  8. Unlock an ability
  9. Slot an ability
  10. Reach 50 Alpha cells
  11. Use Overclock
  12. Open a treasure chest
  13. Forge a perk
  14. Portal spawned
  15. First Ascension
  16. Second Ascension
  17. Send an Expedition
  18. Discover a planet
  19. Establish a colony
  20. Build a structure
  21. Craft a weapon
  22. Defeat a boss
  23. Complete a contract
  24. Explore

Each objective references one in-game counter (infections, biomass earned, kills, etc.) with a target. Objectives persist across sessions.

27

Controls & Keybindings

Movement

W Move up A Move left S Move down D Move right ↑↓←→ Movement (alternate)

Quick Actions

Q Overclock F Fortify Space Fusion C Cycle shield colour X Interact with structure / pickup

Panels

M Menu P Prestige E Expeditions G Galactic Map H Forge K Crafting B Build Menu

Abilities & System

16 Trigger ability slot Tab Pause Esc Open menu (pauses) / close current modal R Restart run

Controller

Steam Controller / gamepad input is supported but disabled by default. Enable it in Settings → Controller: ON. The button mapping uses standard A/B/X/Y prompts during boss QTEs.

Every keybinding can be reassigned in the in-game Keybindings menu. Your choices are saved between sessions.
28

Settings & Languages

Open Settings from the main Menu (M or Esc).

Audio

Master, music and sound-effect volume sliders.

Visual and Accessibility

  • Flash intensity slider (lower it if flashes feel too bright).
  • Reduce screen shake toggle.
  • Photosensitivity mode disables all flashes.
  • Colourblind mode: none, deuteranopia, protanopia, tritanopia.

Performance

Auto-detect plus manual override (low / mid / high). Affects particle density and effect quality.

Gameplay

  • Controller ON/OFF (default OFF).
  • Objectives ON/OFF.
  • Keybindings rebinding (in a separate window).

Languages (8)

English, Italiano, Deutsch, Français, Español, Chinese, Japanese, Korean. Default: English.

29

Tips & Strategy

Resource flow

  • Auto-skill tiers unlock at 10 and 25 abilities total. Reaching 10 abilities is a meaningful threshold.
  • The Wandering Merchant spawns periodically. Its safe zone keeps enemies out, so interacting is always free of risk.
  • The first Genetic Anomaly offer arrives 3 minutes after run start; further offers come every 2-7 minutes (faster after declining).
  • Forge bases spawn every 6-10 minutes (12% per visited sector) and have a 30 minute cooldown after use.

Combat priorities

  • Predazione Mutante auto-skill gives flat +30% damage vs Elite and Kamikaze. Equip it early.
  • Below 35% HP, Velo di Evasione auto-triggers a dash with 0.8s i-frames - use this window to reposition.
  • Standing still for 3 seconds triggers Rigenerazione Spinale (heal 7 HP/s for 4s). Disengage when low.

Card absorption

  • HEL is the strongest stat point-for-point (1% max HP per total point vs 0.5% for ATK/DEF/DEX).
  • DEF is capped at 90% damage reduction; absorbing more DEF after the cap is wasted.
  • Diminishing returns of factor 0.15 apply per stat type, so spreading absorption across stats is efficient.
30

FAQ & Troubleshooting

Can I rebind keys?

Yes. Open the main menu and go to Keybindings. Every action can be reassigned and your choices are remembered between sessions.

The game runs slowly.

Open Settings and lower the Performance level (low / mid / high) or let the auto-detect handle it. Reducing flash intensity and disabling screen shake also helps on weaker machines.

I have photosensitivity issues.

In Settings, turn on Photosensitivity Mode to disable all flashes, lower the Flash Intensity slider, or enable Reduce Screen Shake.

I am colourblind.

Settings includes a Colourblind filter with three modes: deuteranopia, protanopia and tritanopia.

How do auto-skills work?

Auto-skills are not equipped into slots. They are offered as periodic choices: the game shows you a rolled set of options and you pick one via the selection panel. The picked skill is added to your active auto-skills and stays active for the run (picking the same one again stacks its effect). Tier 2 options unlock at 10 total abilities, Tier 3 at 25. The 7 / 7 / 4 figures are the totals per category (7 attack, 7 defense, 4 utility — 18 overall), not slots.

I have a lot of unused biomass, what do I do?

Open the Biomass Forge button on the HUD (it appears after all base shop upgrades are maxed) and convert excess biomass into Crystals, Essence or Minerals.