Pathogen
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Level Up

Every run feeds your lineage. Earn XP and levels, spend points across a three-branch skill tree, upgrade the Petri Lab, load run modifiers and chase hundreds of challenges, while new mechanics arrive one level at a time.

69Skill tree nodes
224Total skill ranks
538Skill points to max the whole tree
3Active skills
2,640XP to reach level 10
189,200XP to reach level 50
128Skill points from levels by level 50
32Bonus skill points from organ challenges

Level up

Experience, Levels & Skill Points

Every Infect Game Mode run earns XP for your lineage. XP raises your level, and each level pays out skill points for the skill tree. Every virus in the lineage shares the same level and tree.

XP from Infect runs

XP

A finished Infect Game Mode run pays 1 XP per 3 kills, 8 XP per room and 150 XP for a victory.

  • Formula: kills ÷ 3 (rounded down) + 8 × rooms + 150 if the host falls
  • A victory means the brain falls and the host is fully infected
  • Pandemic Game Mode and Endless Game Mode runs give no XP and no generations
  • The run summary shows the XP gained and your level before and after

XP from challenges

XP

Every completed challenge also pays XP when you collect its reward.

  • Easy 6 XP
  • Normal 15 XP
  • Hard 40 XP
  • Elite 100 XP
  • Legendary 220 XP

Level curve

Levels

Levels come quickly at first and get steadily steeper: going from level L to L+1 costs 60 + 20L + 4L² XP.

  • A new save starts at level 0; level 1 takes 60 XP
  • Next steps: 84, 116, 156, 204, 260 XP
  • Level 9 to 10: 564 XP; level 20 to 21: 2,060 XP
  • Total XP: level 5 at 620, level 10 at 2,640, level 15 at 7,060, level 20 at 14,880
2 more
  • Total XP: level 25 at 27,100, level 30 at 44,720, level 40 at 100,160, level 50 at 189,200
  • There is no level cap

Skill points per level

Skill points

Each level gives skill points: 1 per level, 2 from level 10, 3 from level 25 and 4 from level 40.

  • Levels 1 to 9: 1 point each (9 total by level 9)
  • Levels 10 to 24: 2 points each (39 total by level 24)
  • Levels 25 to 39: 3 points each (84 total by level 39)
  • Level 40 on: 4 points each (88 by level 40, 128 by level 50)
  • The deep rows cost more per rank, so the bigger payouts keep them affordable

Bonus skill points from challenges

Skill points

Challenges add skill points on top of levelling: Elite challenges pay 1 point, Legendary ones 2, and 16 organ-progress challenges pay 32 more in total.

  • Bonus points are paid in thirds; leftover thirds carry over until three make a whole point
  • Elite reward: 1 skill point; Legendary reward: 2 skill points
  • Organ-progress bonuses total 32 points, weighted toward organs 1 to 4

Organ-progress skill point bonuses

+32 points

These milestone challenges pay extra skill points on top of their normal reward.

  • Mast Cell Slayer +3, Mast Cell Nemesis +1, Into the Lungs +1
  • Alveolar Macrophage Slayer +2, Alveolar Macrophage Nemesis +1, Into the Bloodstream +2
  • Plasma Cell Slayer +3, Plasma Cell Nemesis +2, Into the Lymph Node +3
  • Follicular Helper T Cell Slayer +4, Follicular Helper T Cell Nemesis +3, Into the Gut +3
2 more
  • Paneth Cell Slayer +1, Into the Liver +1
  • Kupffer Cell Slayer +1, Hematopoietic Stem Cell Slayer +1

Respec

RNA

Refund every skill point in the tree for RNA: 1 RNA per 5 points spent, rounded up (minimum 1).

  • Example: 23 points spent costs 5 RNA; a fully maxed tree (538 points) costs 108 RNA
  • All ranks are cleared and your equipped active skill is unequipped
  • RNA only drops in Pandemic Game Mode

One shared lineage

Lineage

Every virus your lineage becomes shares one level, one skill tree, one Petri Lab, one gear bag and one record of reached organs.

  • A generation's mutation decides which virus it is
  • Switching virus never resets XP, skills or Lab levels

Generations

Lineage

Each finished Infect Game Mode run ends a generation and adds it to your lineage; deeper unlocks need more finished generations.

  • Abandoning a run does not end the generation: it plays again next run
  • Skill tree rows ask for up to 20 finished generations
  • Several features also ask for 2 to 5 generations

Skill tree

How the Skill Tree Works

One tree of 69 nodes in three branches. Each branch has a root, rows of two nodes, a keystone capstone row at row 5 and a final capstone row at row 12. Every row opens at a set level, lineage length and (for the deep rows) furthest organ reached.

The skill tree
The skill tree

Replication

Branch

Copy faster than antibodies can keep up: damage, fire rate, crits, extra projectiles and pierce.

Details
  • 23 nodes, 74 ranks, 179 points to max
  • Active skill: Viral Burst
  • Capstones: Fever Strain, Shift Storm, Lytic Pandemic, Pandemic Spark

Transmission

Branch

Spread fast, strike unseen: speed, dash, stealth, ambush damage and ultimate charge.

Details
  • 23 nodes, 78 ranks, 187 points to max
  • Active skill: Aerosolize
  • Capstones: Cold Adaptation, Contrail Mines, Cell-to-Cell Storm, Jet Stream

Persistence

Branch

Endure, recover, come back stronger: health, regeneration, armor, healing and extra chances.

Details
  • 23 nodes, 72 ranks, 172 points to max
  • Active skill: Seasonal Rebound
  • Capstones: Stolen Membrane, Hibernation, Glycan Fortress, Every Winter

Node types

Legend

Circles are stat increases, hexagons are passive effects, squares are active skills for the SKILL button, and diamonds are capstones.

Details
  • Capstone rows offer a trait capstone on the left and a mechanic capstone on the right
  • A trait capstone starts every run with that trait already taken; each rank raises its tier
  • Only one active skill can be equipped at a time; the first one you learn is equipped automatically

Parents

Rules

A node needs the node above it in its column; capstone rows need either node of the row before, and the row after a capstone needs either capstone.

Details
  • Learning a node takes at least one rank in a parent
  • Every rank costs the row's skill point price

Row 1: Root

Level 1

The branch's single starting node.

Details
  • Level 1
  • 1 skill point per rank

Row 2

Level 3

Two nodes that branch off the root.

Details
  • Level 3
  • 1 skill point per rank

Row 3

Level 6 · Gen 1

Opens once your lineage has finished a generation.

Details
  • Level 6, 1 finished generation
  • 1 skill point per rank

Row 4

Level 10 · Gen 3

Holds each branch's active skill.

Details
  • Level 10, 3 finished generations
  • 2 skill points per rank

Row 5: Keystone capstones

Level 15 · Gen 6

The first capstone row: a trait capstone or a mechanic capstone, 3 ranks each.

Details
  • Level 15, 6 finished generations
  • 3 skill points per rank

Deep row 1

Level 19 · Organ 2

The deep half of the tree grows with how far into the host you have reached.

Details
  • Level 19, 6 generations, reach organ 2 (Lungs)
  • 2 skill points per rank

Deep row 2

Level 23 · Organ 3

Second deep row.

Details
  • Level 23, 8 generations, reach organ 3 (Bloodstream)
  • 2 skill points per rank

Deep row 3

Level 28 · Organ 4

Third deep row.

Details
  • Level 28, 10 generations, reach organ 4 (Lymph Node)
  • 2 skill points per rank

Deep row 4

Level 33 · Organ 5

Fourth deep row.

Details
  • Level 33, 12 generations, reach organ 5 (Gut)
  • 3 skill points per rank

Deep row 5

Level 38 · Organ 6

Fifth deep row.

Details
  • Level 38, 14 generations, reach organ 6 (Liver)
  • 3 skill points per rank

Deep row 6

Level 44 · Organ 7

Last row before the final capstones.

Details
  • Level 44, 16 generations, reach organ 7 (Bone Marrow)
  • 3 skill points per rank

Row 12: Final capstones

Level 50 · Organ 8

The deepest capstones: elite trait versions and the strongest mechanics.

Details
  • Level 50, 20 finished generations, reach organ 8 (Brain)
  • 5 skill points per rank, 3 ranks each

Active skills

SKILL button

Three active skills, one per branch, each fired from its own SKILL button; ranks make them stronger (+35% per rank) and recharge 12% faster per rank.

Details
  • Viral Burst (Replication), Aerosolize (Transmission), Seasonal Rebound (Persistence)
  • Equip one at a time from its node

Passive procs

Passives

Hexagon nodes add always-on procs; nodes with the same proc add their values together.

Details
  • Kill burst: kills burst, damaging cells around them (share of your damage)
  • Counter burst: getting hit releases a shockwave (share of your damage)
  • First strike: the first hit on each cell deals bonus damage
  • Executioner: bonus damage to cells under 30% health
  • Second wind: once per run, survive a lethal hit with a share of your HP

Skill tree · Branch 1

Replication Branch

Copy faster than antibodies can keep up. Values below are per rank; the maximum is shown in the details. Capstones are in their own section.

Point Mutation

Root · Stat

+5% damage per rank.

Details
  • 3 ranks, 1 point each (max +15% damage)
  • Level 1

Polymerase Errors

Row 2 · Stat

Fire 5% faster per rank.

Details
  • 3 ranks, 1 point each (max 15% faster)
  • Level 3; needs Point Mutation

Epitope Shift

Row 2 · Stat

+4% critical hit chance per rank.

Details
  • 3 ranks, 1 point each (max +12%)
  • Level 3; needs Point Mutation

Antibody Escape

Row 3 · Passive

The first hit on each cell deals +25% damage per rank.

Details
  • 3 ranks, 1 point each (max +75%)
  • Level 6, 1 generation; needs Polymerase Errors

Segment Duplication

Row 3 · Stat

+1 projectile per shot.

Details
  • 1 rank, 1 point
  • Level 6, 1 generation; needs Epitope Shift

Viral Burst

Row 4 · Active

Blast every cell near you and knock them back.

Details
  • 3 ranks, 2 points each
  • Rank 1: 5.0× your damage, 14s cooldown
  • Rank 2: 6.8× your damage, 12s cooldown
  • Rank 3: 8.5× your damage, 11s cooldown
  • Level 10, 3 generations; needs Antibody Escape

Escape Variant

Row 4 · Passive

+15% damage per rank to cells under 30% health.

Details
  • 3 ranks, 2 points each (max +45%)
  • Level 10, 3 generations; needs Segment Duplication

Hemagglutinin Edge

Deep row 1 · Stat

+4% damage per rank.

Details
  • 5 ranks, 2 points each (max +20%)
  • Level 19, 6 generations, organ 2; needs Fever Strain or Shift Storm

Neuraminidase Cut

Deep row 1 · Stat

Shots pierce +1 cell per rank.

Details
  • 2 ranks, 2 points each (max +2 pierce)
  • Level 19, 6 generations, organ 2; needs Fever Strain or Shift Storm

Cytokine Storm

Deep row 2 · Passive

Kills burst, dealing 40% of your damage around them per rank.

Details
  • 3 ranks, 2 points each (max 120%)
  • Level 23, 8 generations, organ 3; needs Hemagglutinin Edge

Cross-Reactive Hit

Deep row 2 · Stat

+3% critical hit chance per rank.

Details
  • 5 ranks, 2 points each (max +15%)
  • Level 23, 8 generations, organ 3; needs Neuraminidase Cut

Drift Velocity

Deep row 3 · Stat

+10% projectile speed per rank.

Details
  • 3 ranks, 2 points each (max +30%)
  • Level 28, 10 generations, organ 4; needs Cytokine Storm

Reassortant Strain

Deep row 3 · Stat

Fire 4% faster per rank.

Details
  • 5 ranks, 2 points each (max 20% faster)
  • Level 28, 10 generations, organ 4; needs Cross-Reactive Hit

Original Antigenic Sin

Deep row 4 · Passive

+12% damage per rank to cells under 30% health.

Details
  • 3 ranks, 3 points each (max +36%)
  • Level 33, 12 generations, organ 5; needs Drift Velocity

Glycan Shift

Deep row 4 · Passive

The first hit on each cell deals +20% damage per rank.

Details
  • 3 ranks, 3 points each (max +60%)
  • Level 33, 12 generations, organ 5; needs Reassortant Strain

Pandemic Lineage

Deep row 5 · Stat

+5% damage per rank.

Details
  • 5 ranks, 3 points each (max +25%)
  • Level 38, 14 generations, organ 6; needs Original Antigenic Sin

Spike Cascade

Deep row 5 · Stat

+1 projectile per shot.

Details
  • 1 rank, 3 points
  • Level 38, 14 generations, organ 6; needs Glycan Shift

H5 Spillover

Deep row 6 · Stat

Ultimate charges 12% faster per rank.

Details
  • 3 ranks, 3 points each (max 36% faster)
  • Level 44, 16 generations, organ 7; needs Pandemic Lineage

Lethal Mutation

Deep row 6 · Stat

+4% critical hit chance per rank.

Details
  • 5 ranks, 3 points each (max +20%)
  • Level 44, 16 generations, organ 7; needs Spike Cascade

Skill tree · Branch 2

Transmission Branch

Spread fast, strike unseen. Values below are per rank; the maximum is shown in the details. Capstones are in their own section.

Droplet Spread

Root · Stat

+4% move speed per rank.

Details
  • 3 ranks, 1 point each (max +12%)
  • Level 1

Sneeze Propulsion

Row 2 · Stat

Dash recharges 10% faster per rank.

Details
  • 3 ranks, 1 point each (max 30% faster)
  • Level 3; needs Droplet Spread

Quiet Shedding

Row 2 · Stat

Detection rises 8% slower per rank.

Details
  • 3 ranks, 1 point each (max 24% slower)
  • Level 3; needs Droplet Spread

Unseen Entry

Row 3 · Stat

+15% ambush damage per rank.

Details
  • 3 ranks, 1 point each (max +45%)
  • Level 6, 1 generation; needs Sneeze Propulsion

Lytic Shedding

Row 3 · Passive

Kills burst, dealing 60% of your damage around them per rank.

Details
  • 3 ranks, 1 point each (max 180%)
  • Level 6, 1 generation; needs Quiet Shedding

Aerosolize

Row 4 · Active

Turn to mist: untouchable and 60% faster for a few seconds.

Details
  • 3 ranks, 2 points each
  • Rank 1: 2.0s, 16s cooldown
  • Rank 2: 2.7s, 14s cooldown
  • Rank 3: 3.4s, 12s cooldown
  • Level 10, 3 generations; needs Unseen Entry

Superspreading Event

Row 4 · Stat

Ultimate charges 15% faster per rank.

Details
  • 2 ranks, 2 points each (max 30% faster)
  • Level 10, 3 generations; needs Lytic Shedding

Jet Stream (speed)

Deep row 1 · Stat

+3% move speed per rank.

Details
  • 5 ranks, 2 points each (max +15%)
  • Shares its name with the Transmission final mechanic capstone
  • Level 19, 6 generations, organ 2; needs Cold Adaptation or Contrail Mines

Fine Aerosol

Deep row 1 · Stat

Pick up drops from 20% farther per rank.

Details
  • 3 ranks, 2 points each (max 60% farther)
  • Level 19, 6 generations, organ 2; needs Cold Adaptation or Contrail Mines

Silent Spread

Deep row 2 · Stat

Detection rises 6% slower per rank.

Details
  • 3 ranks, 2 points each (max 18% slower)
  • Level 23, 8 generations, organ 3; needs Jet Stream

Ambush Plume

Deep row 2 · Stat

+12% ambush damage per rank.

Details
  • 5 ranks, 2 points each (max +60%)
  • Level 23, 8 generations, organ 3; needs Fine Aerosol

Contrail

Deep row 3 · Stat

Dash recharges 8% faster per rank.

Details
  • 5 ranks, 2 points each (max 40% faster)
  • Level 28, 10 generations, organ 4; needs Silent Spread

Airborne Sensing

Deep row 3 · Stat

+15% RNA strand chance per rank.

Details
  • 3 ranks, 2 points each (max +45%)
  • Level 28, 10 generations, organ 4; needs Ambush Plume

Wind Shear

Deep row 4 · Stat

+8% projectile speed per rank.

Details
  • 3 ranks, 3 points each (max +24%)
  • Level 33, 12 generations, organ 5; needs Contrail

Droplet Nuclei

Deep row 4 · Passive

Kills burst, dealing 30% of your damage around them per rank.

Details
  • 3 ranks, 3 points each (max 90%)
  • Level 33, 12 generations, organ 5; needs Airborne Sensing

Global Flight

Deep row 5 · Stat

+3% move speed per rank.

Details
  • 5 ranks, 3 points each (max +15%)
  • Level 38, 14 generations, organ 6; needs Wind Shear

Superspreader Host

Deep row 5 · Stat

+6% nucleotides from cells per rank.

Details
  • 5 ranks, 3 points each (max +30%)
  • Level 38, 14 generations, organ 6; needs Droplet Nuclei

Pandemic Wave

Deep row 6 · Stat

Ultimate charges 12% faster per rank.

Details
  • 3 ranks, 3 points each (max 36% faster)
  • Level 44, 16 generations, organ 7; needs Global Flight

Cloud Cover

Deep row 6 · Stat

Detection rises 6% slower per rank.

Details
  • 3 ranks, 3 points each (max 18% slower)
  • Level 44, 16 generations, organ 7; needs Superspreader Host

Skill tree · Branch 3

Persistence Branch

Endure, recover, come back stronger. Values below are per rank; the maximum is shown in the details. Capstones are in their own section.

Thick Capsid

Root · Stat

+8 max HP per rank.

Details
  • 3 ranks, 1 point each (max +24 HP)
  • Level 1

Repair Enzymes

Row 2 · Stat

Regenerate 0.4 HP per second per rank.

Details
  • 3 ranks, 1 point each (max 1.2 HP/s)
  • Level 3; needs Thick Capsid

Host Harvest

Row 2 · Stat

+6% nucleotides from cells per rank.

Details
  • 3 ranks, 1 point each (max +18%)
  • Level 3; needs Thick Capsid

Recovery Season

Row 3 · Stat

Heal 25% more after each cleared room, per rank.

Details
  • 3 ranks, 1 point each (max +75%)
  • Level 6, 1 generation; needs Repair Enzymes

Fever Response

Row 3 · Passive

When hit, release a shockwave for 120% of your damage per rank.

Details
  • 3 ranks, 1 point each (max 360%)
  • Level 6, 1 generation; needs Host Harvest

Seasonal Rebound

Row 4 · Active

Heal a share of your HP and take half damage for 4 seconds.

Details
  • 3 ranks, 2 points each
  • Rank 1: heal 18%, 24s cooldown
  • Rank 2: heal 24%, 21s cooldown
  • Rank 3: heal 30%, 18s cooldown
  • Level 10, 3 generations; needs Recovery Season

Endemic Persistence

Row 4 · Passive

Once per run, survive a lethal hit with 30% HP.

Details
  • 1 rank, 2 points
  • Level 10, 3 generations; needs Fever Response

Winter Coat

Deep row 1 · Stat

+10 max HP per rank.

Details
  • 5 ranks, 2 points each (max +50 HP)
  • Level 19, 6 generations, organ 2; needs Stolen Membrane or Hibernation

Mucus Bunker

Deep row 1 · Stat

Take 3% less damage per rank.

Details
  • 3 ranks, 2 points each (max 9%)
  • Total damage reduction from all sources caps at 40%
  • Level 19, 6 generations, organ 2; needs Stolen Membrane or Hibernation

Endemic Repair

Deep row 2 · Stat

Regenerate 0.3 HP per second per rank.

Details
  • 5 ranks, 2 points each (max 1.5 HP/s)
  • Level 23, 8 generations, organ 3; needs Winter Coat

Immune Tolerance

Deep row 2 · Stat

Heal 15% more after each cleared room, per rank.

Details
  • 3 ranks, 2 points each (max +45%)
  • Level 23, 8 generations, organ 3; needs Mucus Bunker

Fomite Shell

Deep row 3 · Stat

Cells that touch you take 8 damage per rank.

Details
  • 3 ranks, 2 points each (max 24 damage)
  • Level 28, 10 generations, organ 4; needs Endemic Repair

Host Feast

Deep row 3 · Stat

Heal 1 HP per kill per rank.

Details
  • 3 ranks, 2 points each (max 3 HP per kill)
  • Level 28, 10 generations, organ 4; needs Immune Tolerance

Herd Escape

Deep row 4 · Stat

Enter each room behind a shield that blocks one hit.

Details
  • 1 rank, 3 points
  • Level 33, 12 generations, organ 5; needs Fomite Shell

Flu Season

Deep row 4 · Stat

+5% nucleotides from cells per rank.

Details
  • 5 ranks, 3 points each (max +25%)
  • Level 33, 12 generations, organ 5; needs Host Feast

Perennial Strain

Deep row 5 · Stat

+12 max HP per rank.

Details
  • 5 ranks, 3 points each (max +60 HP)
  • Level 38, 14 generations, organ 6; needs Herd Escape

Annual Booster

Deep row 5 · Stat

Take 3% less damage per rank.

Details
  • 3 ranks, 3 points each (max 9%)
  • Level 38, 14 generations, organ 6; needs Flu Season

Eternal Return

Deep row 6 · Passive

Once per run, survive a lethal hit with 20% HP per rank.

Details
  • 2 ranks, 3 points each (max 40%)
  • Adds to Endemic Persistence when both are learned
  • Level 44, 16 generations, organ 7; needs Perennial Strain

Viral Memory

Deep row 6 · Passive

When hit, release a shockwave for 80% of your damage per rank.

Details
  • 3 ranks, 3 points each (max 240%)
  • Level 44, 16 generations, organ 7; needs Annual Booster

Skill tree · Capstones

Capstones

Each branch has two capstone rows. Keystone capstones (row 5) cost 3 points per rank and open at level 15 with 6 generations. Final capstones (row 12) cost 5 points per rank and open at level 50 with 20 generations and the Brain reached. Every capstone has 3 ranks.

Fever Strain

Keystone · Replication

Start every run with the Pyrogenic Fever trait already taken (shots set cells burning).

  • Rank 1: Uncommon tier; rank 2: Rare; rank 3: Epic
  • 3 points per rank; needs Viral Burst or Escape Variant

Shift Storm

Keystone · Replication

Every few volleys, also fire a ring of 10 bolts in every direction.

  • Rank 1: every 8 volleys; rank 2: every 6; rank 3: every 4
  • Ring bolts use your current shot type at 80% damage
  • 3 points per rank; needs Viral Burst or Escape Variant

Lytic Pandemic

Final · Replication

Start every run with the Lytic Burst trait at an elite tier (shots burst on impact).

  • Rank 1: Legendary tier; rank 2: Mythic; rank 3: Prismatic
  • 5 points per rank; needs H5 Spillover or Lethal Mutation

Pandemic Spark

Final · Replication

Critical hits arc lightning to nearby cells for 60% of the damage.

  • Rank 1: 2 cells; rank 2: 3 cells; rank 3: 4 cells
  • 5 points per rank; needs H5 Spillover or Lethal Mutation

Cold Adaptation

Keystone · Transmission

Start every run with the Cold Adaptation trait already taken (shots can slow cells).

  • Rank 1: Uncommon tier; rank 2: Rare; rank 3: Epic
  • 3 points per rank; needs Aerosolize or Superspreading Event

Contrail Mines

Keystone · Transmission

Every dash drops virion mines that burst when a cell touches them.

  • Rank 1: 2 mines for 2.5× your damage
  • Rank 2: 3 mines for 3.5× your damage
  • Rank 3: 4 mines for 4.5× your damage
  • Mines fade after 10 seconds; up to 10 on the floor at once
  • 3 points per rank; needs Aerosolize or Superspreading Event

Cell-to-Cell Storm

Final · Transmission

Start every run with the Cell-to-Cell Spread trait at an elite tier (shots jump to more cells).

  • Rank 1: Legendary tier; rank 2: Mythic; rank 3: Prismatic
  • 5 points per rank; needs Pandemic Wave or Cloud Cover

Jet Stream

Final · Transmission

Keep moving to build up speed and damage; it fades when you stop.

  • Rank 1: up to +10% speed and +15% damage
  • Rank 2: up to +20% speed and +30% damage
  • Rank 3: up to +30% speed and +45% damage
  • Builds to full over about 3 seconds of movement
  • 5 points per rank; needs Pandemic Wave or Cloud Cover

Stolen Membrane

Keystone · Persistence

Start every run with the Stolen Membrane trait already taken (a recharging shield).

  • Rank 1: Uncommon tier; rank 2: Rare; rank 3: Epic
  • 3 points per rank; needs Seasonal Rebound or Endemic Persistence

Hibernation

Keystone · Persistence

Dropping below 30% HP wraps you in a cocoon that nothing can touch, once per room.

  • Rank 1: untouchable 2s, heal 10%
  • Rank 2: untouchable 3s, heal 20%
  • Rank 3: untouchable 4s, heal 30%
  • 3 points per rank; needs Seasonal Rebound or Endemic Persistence

Glycan Fortress

Final · Persistence

Start every run with the Glycan Armor trait at an elite tier (regrowing armor).

  • Rank 1: Legendary tier; rank 2: Mythic; rank 3: Prismatic
  • 5 points per rank; needs Eternal Return or Viral Memory

Every Winter

Final · Persistence

Once in every organ, survive a lethal hit and come back with a burst.

  • Rank 1: back with 40% HP; rank 2: 50%; rank 3: 60%
  • Also blasts nearby cells for 2× your damage and gives 2 seconds of safety
  • 5 points per rank; needs Eternal Return or Viral Memory

Petri Lab

Petri Lab Upgrades

Spend nucleotides on permanent upgrades in three sections: Core Genome, Signature Ability and Ultimate. Opens at level 2. The core upgrades and the two ultimate radius and charge upgrades are shared by every virus; the rest only count while your lineage is that virus.

The Petri Lab
The Petri Lab

Levels, bonus levels and mastery

How it works

Each upgrade has its base levels, then 10 bonus levels at a gentler rate, then two hidden mastery tiers of 10 levels each.

Details
  • Mastery tiers stay hidden until you reach the top of what is shown
  • Base-level prices multiply each level (×3.2 for 2–3 level upgrades, ×2.6 for 4, ×2.2 for 5–6, ×1.8 for 8, ×1.5 for 10)
  • Bonus levels climb 25% per level; mastery levels 12% per level
  • Hemorrhagic Fever, Furin Cleavage and Immune Escape have no extra levels

Lab milestones

How it works

Most upgrades unlock a special effect every 5 levels, with a major one every 10.

Details
  • Hidden mastery milestones show as ??? until revealed
  • Milestones apply automatically at the start of every run

RNA locks and costs

How it works

Advanced upgrades need 1 to 3 RNA strands to unlock, and every third level of any upgrade also costs RNA.

Details
  • Levels 3 and 6: 1 RNA each
  • Levels 9, 12, 15: 2 RNA; levels 18, 21, 24: 3 RNA
  • Levels 27, 30, 33: 4 RNA; levels 36, 39: 5 RNA
  • Fully maxing a 40-level upgrade takes 39 RNA
  • Unlocking every advanced upgrade takes 22 RNA

Capsid Integrity

Core Genome

+12 starting HP per level for 10 levels, then +6 HP per bonus level.

Details
  • Max level 40; shared by every virus
  • Level 1 costs 144 A; level 10 costs 5,536 A; 16,320 A for all base levels
  • Lv 5 Self-Repair: regenerate 0.5 HP/s
  • Lv 10 Membrane Shield: block the first hit in every room
  • Lv 15 Dense Coat: take 5% less damage
  • Lv 20 Living Fortress: block the first 2 hits in every room, +1 HP/s
  • Lv 25 and 35 Thick Capsid I and II: +4% max HP
  • Lv 30 Last Stand (major): below 35% HP deal +50% damage and move 25% faster
  • Lv 40 Bulwark (major): block 1 more hit per room and take 5% less damage

Viral Load

Core Genome

+8% damage per level for 10 levels, then +4% per bonus level.

Details
  • Max level 40; shared by every virus
  • Level 1 costs 144 T; level 10 costs 5,536 T; 16,320 T for all base levels
  • Lv 5 Sharp Spikes: +5% critical hit chance
  • Lv 10 Lysis Burst: cells you kill burst, damaging everything around them
  • Lv 15 Sharper Spikes: +5% critical hit chance
  • Lv 20 Overwhelming Load: +1 projectile per shot
  • Lv 25 and 35 Potent Load I and II: +3% damage
  • Lv 30 Overkill (major): +1 projectile per shot
  • Lv 40 Viral Snowball (major): each room cleared without a hit adds +5% damage (up to +50%); a hit loses a stack

Motility

Core Genome

+5% move speed per level for 6 levels, then +2% per bonus level.

Details
  • Max level 36; shared by every virus
  • Level 1 costs 120 C; level 6 costs 6,184 C; 11,238 C for all base levels
  • Lv 5 Slipstream: dash recharges 15% faster
  • Lv 10 Hit and Run: for 1.2s after every dash your shots deal double damage
  • Lv 15 Wide Uptake: pick up drops from 50% farther
  • Lv 20 Phantom (major): untouchable 0.4s longer after each dash, dash recharges 15% faster
  • Lv 25 and 35 Efficient Motion I and II: dash recharges 4% faster
  • Lv 30 Afterburn (major): dashing bursts where you leave and leaves a damaging ring

Replication Rate

Core Genome

+6% fire rate per level for 8 levels, then +2.5% per bonus level.

Details
  • Max level 38; shared by every virus
  • Level 1 costs 96 A + 96 T; level 8 costs 5,877 A + 5,877 T; 26,208 nucleotides for all base levels
  • Lv 5 Fast Virions: shots fly 15% faster
  • Lv 10 Piercing Stream: +1 pierce and shots fly 10% faster
  • Lv 15 Recycled Parts: each kill heals 0.5 HP
  • Lv 20 Twin Stream (major): +1 projectile per shot
  • Lv 25 and 35 Tuned Replication I and II: +2% fire rate
  • Lv 30 Ricochet (major): shots pierce +2 cells and fly 15% faster

Envelope Glide

Core Genome

+12% dash distance per level for 5 levels, then +4% per bonus level.

Details
  • Max level 35; shared by every virus
  • Level 1 costs 120 C + 72 A; level 5 costs 2,811 C + 1,687 A; 8,086 nucleotides for all base levels
  • Lv 5 Quick Recovery: dash recharges 10% faster
  • Lv 10 Ghost Dash: untouchable 0.3s longer after each dash
  • Lv 15 Slip Away: cells spot you from 10% closer
  • Lv 20 Hit and Run (major): double damage for 1.2s after every dash
  • Lv 25 and 35 Long Glide I and II: dash recharges 3% faster
  • Lv 30 Shockwave (major): dashing bursts where you leave and leaves a damaging ring

Ultimate Reach

Ultimate · All viruses

+20% ultimate radius per level for 3 levels, then +6% per bonus level. Named Pandemic Reach, Surge Reach, Hemorrhage Reach or Super-spreading Reach depending on the virus.

Details
  • Max level 33; shared by every virus
  • Level 1 costs 540 A + 360 T + 270 C; 16,895 nucleotides for all base levels
  • Lv 5 Wider Wave: ultimate radius +15%
  • Lv 10 Primed Outbreak: start every run with your ultimate charged
  • Lv 15 and 25 Wider Wave I and II: radius +4%
  • Lv 20 Global Outbreak (major): ultimate radius +40%
  • Lv 30 Echo (major): ultimate charges 35% faster

Ultimate Charge

Ultimate · All viruses

Ultimate charges 15% faster per level for 3 levels, then 5% per bonus level. Named Viral Shedding, Rapid Transcription, Viral Bloom or Aerosol Load depending on the virus.

Details
  • Max level 33; shared by every virus
  • Level 1 costs 450 T + 360 C + 225 G; 14,945 nucleotides for all base levels
  • Lv 5 Steady Shedding: ultimate charges 10% faster
  • Lv 10 Overflow: ultimate charges 30% faster and each kill heals 1 HP
  • Lv 15 and 25 Steady Shedding I and II: 4% faster
  • Lv 20 Chain Outbreak (major): ultimate charges 40% faster
  • Lv 30 Feast (major): every kill heals 2 HP

Rapid Drift

Influenza A · Signature

Shots mutate 0.4s sooner per level for 4 levels, then 0.1s per bonus level.

Details
  • Max level 34
  • Level 1 costs 300 C + 150 G; 12,571 nucleotides for all base levels
  • Lv 5 Restless Genome: shots mutate 0.5s sooner
  • Lv 10 Pre-Shifted: start every run with Antigenic Shift ready
  • Lv 15 and 25 Restless Genome I and II: 0.15s sooner
  • Lv 20 Chaos Strain (major): +10% critical hit chance
  • Lv 30 Primed Outbreak (major): start every run with your ultimate charged

Reassortment Burst

Influenza A · Signature

Antigenic Shift fires +4 bolts per level for 3 levels, then +2 per bonus level.

Details
  • Max level 33
  • Level 1 costs 540 A + 360 C; 12,996 nucleotides for all base levels
  • Lv 5 Quick Reassort: Antigenic Shift charges 15% faster
  • Lv 10 Mass Reassortment: +12 bolts
  • Lv 15 and 25 Quick Reassort I and II: 5% faster
  • Lv 20 Mass Reassortment II (major): +16 bolts
  • Lv 30 Endless Shift (major): Antigenic Shift charges 50% faster

Neuraminidase Cleave

Influenza A · 1 RNA

Piercing shots pass through +1 more cell per level for 2 levels; bonus levels add +1 pierce every 3 levels.

Details
  • Unlock: 1 RNA; max level 32
  • Level 1 costs 900 T + 600 G; 6,300 nucleotides for both base levels
  • Lv 5 Clean Cut: +1 pierce
  • Lv 10 Cleaving Strike: +15% damage and +1 pierce
  • Lv 15 and 25 Keen Edge I and II: +3% damage
  • Lv 20 Executioner (major): +2 pierce and +10% critical hit chance
  • Lv 30 Lysis Burst (major): cells you kill burst open

Lingering Fever

Influenza A · 2 RNA

Infection lasts +2s and burns +3/s per level for 2 levels; bonus levels add +0.5s and +1/s.

Details
  • Unlock: 2 RNA; max level 32
  • Level 1 costs 900 A + 600 C + 480 G; 8,316 nucleotides for both base levels
  • Lv 5 Hot Spell: infection burns +3/s
  • Lv 10 Hyperpyrexia: infection lasts +4s and burns 50% hotter
  • Lv 15 and 25 Hot Spell I and II: +1/s
  • Lv 20 Wildfire (major): infection burns twice as hot
  • Lv 30 Contagion (major): cells you kill burst open

Superspreader

Influenza A · 3 RNA

Infected cells pass the infection on when they die; bonus levels make it burn +1/s.

Details
  • Unlock: 3 RNA; max level 31
  • Level 1 costs 2,250 A + 2,250 T + 1,800 C + 1,350 G
  • Lv 5 Long Shedding: infection lasts +2s
  • Lv 10 Jackpot Strain: 1 in 6 nucleotide drops is a jackpot worth 4×
  • Lv 15 and 25 Rich Pickings I and II: +3% nucleotides
  • Lv 20 Outbreak Season (major): infection lasts +4s
  • Lv 30 Gold Rush (major): 1 in 4 nucleotide drops is a 4× jackpot

Integrase Efficiency

Retrovirus · Signature

Store +1 more cell for Integration Surge per level for 3 levels; bonus levels add +1 stored cell every 3 levels.

Details
  • Max level 33
  • Level 1 costs 450 A + 225 G; 9,747 nucleotides for all base levels
  • Lv 5 Sticky Integrase: store +1 more cell
  • Lv 10 Loyal Hosts: allies fight +10s longer
  • Lv 15 and 25 Sticky Integrase I and II: allies fight +1s longer
  • Lv 20 Mass Conversion (major): store +2 more cells
  • Lv 30 Standing Army (major): allies fight +20s longer

Deep Latency

Retrovirus · Signature

Latency lasts +1s per level for 3 levels, then +0.4s per bonus level.

Details
  • Max level 33
  • Level 1 costs 450 C + 270 T; 10,397 nucleotides for all base levels
  • Lv 5 Quiet Genome: Latency lasts +1.5s
  • Lv 10 Ghost Provirus: cells spot you from 15% closer and Detection rises 20% slower
  • Lv 15 and 25 Quiet Genome I and II: +0.3s
  • Lv 20 Invisible (major): Detection rises 40% slower
  • Lv 30 Ambush Master (major): ambush hits deal double damage

Viral Reservoir

Retrovirus · 1 RNA

Allies fight +5s longer per level for 3 levels, then +2s per bonus level.

Details
  • Unlock: 1 RNA; max level 33
  • Level 1 costs 630 T + 360 G; 14,295 nucleotides for all base levels
  • Lv 5 Deep Reservoir: allies fight +5s longer
  • Lv 10 Reservoir Tap: regenerate 1 HP per second
  • Lv 15 and 25 Deep Reservoir I and II: +1.5s
  • Lv 20 Blood Bank (major): elite kills heal 10 HP
  • Lv 30 Lifeline (major): regenerate 2 HP per second

Syncytia

Retrovirus · 2 RNA

Allies explode when their time runs out; bonus levels make allies fight +1.5s longer.

Details
  • Unlock: 2 RNA; max level 31
  • Level 1 costs 1,800 A + 1,350 T + 1,350 C + 900 G
  • Lv 5 Fused Membrane: cells that touch you take 6 damage
  • Lv 10 Giant Cell: take 10% less damage and cells that touch you take 15
  • Lv 15 and 25 Fused Membrane I and II: touching cells take 2 damage
  • Lv 20 Spiked Fusion (major): touching cells take 25 damage
  • Lv 30 Rupture (major): cells you kill burst open

Cytopathic Burst

Retrovirus · 2 RNA

Integration Surge deals +50% damage to bosses per level for 2 levels, then +15% per bonus level.

Details
  • Unlock: 2 RNA; max level 32
  • Level 1 costs 900 A + 600 T + 480 G; 8,316 nucleotides for both base levels
  • Lv 5 Cell Rupture: Surge deals +30 damage to bosses
  • Lv 10 Weakened Defenders: bosses have 10% less HP
  • Lv 15 and 25 Cell Rupture I and II: +10 boss damage
  • Lv 20 Boss Breaker (major): bosses have 15% less HP
  • Lv 30 Overload (major): Surge deals +150 damage to bosses

Provirus

Retrovirus · 3 RNA

Integration Surge allies stay until the room is cleared; bonus levels make the ultimate charge 4% faster.

Details
  • Unlock: 3 RNA; max level 31
  • Level 1 costs 2,250 A + 2,250 T + 1,800 C + 1,350 G
  • Lv 5 Dormant Copies: ultimate charges 10% faster
  • Lv 10 Awakened Provirus: start every run with your ultimate charged
  • Lv 15 and 25 Dormant Copies I and II: 3% faster
  • Lv 20 Pre-Latent (major): start every run with Latency ready
  • Lv 30 Awakening (major): ultimate charges 40% faster

Hemorrhagic Strain

Filovirus · Signature

+5% bleed chance per level for 3 levels, then +1% per bonus level.

Details
  • Max level 33
  • Level 1 costs 450 A + 225 G; 9,747 nucleotides for all base levels

Coagulopathy

Filovirus · Signature

Bleeding deals +15% damage per level for 3 levels, then +4% per bonus level.

Details
  • Max level 33
  • Level 1 costs 450 C + 270 T; 10,397 nucleotides for all base levels

Vascular Leak

Filovirus · 1 RNA

Hemorrhage reaches +15% farther per level for 3 levels, then +4% per bonus level.

Details
  • Unlock: 1 RNA; max level 33
  • Level 1 costs 630 T + 360 G; 14,295 nucleotides for all base levels

Hemorrhagic Fever

Filovirus · 3 RNA

Bleeding deals +30% damage.

Details
  • Unlock: 3 RNA; a single level
  • Costs 2,250 A + 2,250 T + 1,800 C + 1,350 G

Furin Cleavage

Halovirus · 1 RNA

Spike volleys fire one shot sooner per level.

Details
  • Unlock: 1 RNA; 2 levels only
  • Level 1 costs 600 A + 300 G; level 2 costs 1,920 A + 960 G

Variant of Concern

Halovirus · Signature

Variant Surge lasts +1s per level for 3 levels, then +0.3s per bonus level.

Details
  • Max level 33
  • Level 1 costs 450 C + 270 T; 10,397 nucleotides for all base levels

Asymptomatic Spread

Halovirus · Signature

Detection rises 5% slower per level for 3 levels, then 1% per bonus level.

Details
  • Max level 33
  • Level 1 costs 630 T + 360 G; 14,295 nucleotides for all base levels

Immune Escape

Halovirus · 3 RNA

Detection rises a further 15% slower.

Details
  • Unlock: 3 RNA; a single level
  • Costs 2,250 A + 2,250 T + 1,800 C + 1,350 G

Run modifiers

Run Modifiers

Open at level 8. Craft one-run modifiers with nucleotides and materials, then load up to 3 (one of each) before a run. Each run in any Game Mode uses up one of each loaded modifier, which stays loaded while you have more. Every modifier has an upside and a drawback.

Choosing run modifiers
Choosing run modifiers

How modifiers work

Level 8

Crafted modifiers go into your stock; load up to 3 different ones for the next run.

Details
  • 5 groups: Combat, Survival, Immune System, Loot & mutations, Power-ups & tumors
  • 8 modifiers add a mechanic of their own instead of only bigger numbers
  • A modifier tied to a mechanic stays locked until that mechanic has been introduced in a run

Modifiers found in runs

Drops

Modifiers also drop during runs and go straight into your stock.

Details
  • 3% chance per cleared fight room
  • 30% chance per boss
  • Rare-or-better elite cells: 2% per tier above Uncommon (up to 10% for Prismatic)

Cytokine Decoy

Immune System

Detection rises 40% slower, but you get 10% fewer nucleotides.

Details
  • Cost: 25 C, 10 G, 6 Shards

Immune Exhaustion

Immune System

Immune cells have 20% less HP, but cells move 10% faster.

Details
  • Cost: 20 A, 20 T, 8 Shards, 1 Chaperone

Capsid Reserve

Survival

+50% max HP, but 10% less move speed.

Details
  • Cost: 35 A, 10 C, 6 Shards

Primed Polymerase

Combat

Start with your signature ability and ultimate charged, and the ultimate charges 30% faster; the dash recharges 20% slower.

Details
  • Cost: 20 T, 12 G, 2 Chaperones

Nutrient Cache

Loot & mutations

+60% nucleotides, but cells hit 15% harder.

Details
  • Cost: 15 A, 15 T, 15 C, 10 Shards

Inflammatory Bait

Loot & mutations

Elite cells are 2.5× as common and each elite kill heals 8 HP; cells have 10% more HP.

Details
  • Cost: 20 G, 2 Chaperones, 1 Ribozyme
  • Needs Elite Cells & Affixes (level 4)

Tropism Map

Loot & mutations

Every organ's full map is revealed and mutation orbs appear 50% more often; Detection rises 20% faster.

Details
  • Cost: 20 C, 10 T, 5 Shards

Replication Burst

Combat

+25% damage and +15% fire rate, but 20% less max HP.

Details
  • Cost: 30 T, 15 G, 8 Shards, 2 Chaperones

Viral Snowball

Combat · Mechanic

Every room cleared without getting hit adds +5% damage for the run (up to +50%); every hit taken loses a stack.

Details
  • Cost: 30 A, 20 G, 3 Chaperones, 1 Ribozyme

Adrenal Hijack

Combat · Mechanic

Below 35% HP you deal +50% damage and move 25% faster; clearing rooms heals half as much.

Details
  • Cost: 25 T, 20 C, 10 Shards, 2 Chaperones

Hit and Run

Combat · Mechanic

For 1.2s after every dash your shots deal double damage; you fire 10% slower.

Details
  • Cost: 25 A, 25 T, 12 Shards, 1 Chaperone

Jackpot Genome

Loot & mutations · Mechanic

1 in 5 nucleotide drops is a jackpot worth 4×, but elite cells are twice as common.

Details
  • Cost: 30 C, 10 G, 2 Chaperones, 1 Ribozyme

Bloodthirst

Survival · Mechanic

Every kill heals 3 HP, but you lose 1 HP per second while cells are hunting you (never below 1).

Details
  • Cost: 40 A, 10 Shards, 2 Chaperones

Mutagen Surge

Loot & mutations

Mutation orbs roll much rarer traits; cells have 15% more HP.

Details
  • Cost: 25 G, 3 Chaperones, 2 Ribozymes

CRISPR Kit

Power-ups & tumors · Mechanic

Every organ starts with a CRISPR power-up beside you, and they appear 50% more often; CRISPR lasts 3s shorter.

Details
  • Cost: 30 A, 20 G, 3 Chaperones, 1 Ribozyme
  • Needs Power-ups (level 2)

Cas9 Overdrive

Power-ups & tumors

CRISPR lasts 5s longer, but CRISPR power-ups appear 30% less often.

Details
  • Cost: 30 T, 20 C, 10 Shards, 1 Ribozyme
  • Needs Power-ups (level 2)

Oncolytic Strain

Power-ups & tumors

Tumors take double damage and pay out double, but every organ grows a tumor.

Details
  • Cost: 25 A, 25 T, 12 Shards, 2 Chaperones
  • Needs Tumors & Metastasis (level 7)

Carcinogen Exposure

Power-ups & tumors

Tumors pay out triple, but grow twice as fast and start a stage bigger.

Details
  • Cost: 30 C, 15 G, 3 Chaperones
  • Needs Tumors & Metastasis (level 7)

Elemental Flux

Power-ups & tumors · Mechanic

Every organ starts with a random elemental power-up beside you, and they appear twice as often; they wear off 30% sooner.

Details
  • Cost: 25 A, 25 C, 12 Shards, 2 Chaperones
  • Needs Power-ups (level 2)

Overcharged Capsid

Power-ups & tumors

Elemental power-ups last 50% longer; 10% less max HP.

Details
  • Cost: 25 T, 15 G, 2 Chaperones, 1 Ribozyme
  • Needs Power-ups (level 2)

Anti-inflammatory

Immune System

The Cytokine Storm meter fills 40% slower; Detection rises 15% faster.

Details
  • Cost: 30 C, 15 G, 10 Shards, 2 Chaperones
  • Needs Cytokine Storm (level 12)

Antigenic Drift

Immune System

The immune system resists your favourite shot half as much; cells move 8% faster.

Details
  • Cost: 25 A, 15 G, 8 Shards, 2 Chaperones
  • Needs The Immune System Learns (level 13)

Perforin Block

Immune System

Killer T cells have 30% less HP; Detection rises 20% faster.

Details
  • Cost: 30 T, 15 G, 3 Chaperones
  • Needs Killer T Cells (level 6)

Rival Pheromone

Loot & mutations

Rival viruses show up twice as often (rich loot); cells hit 10% harder.

Details
  • Cost: 30 A, 20 C, 10 Shards, 1 Chaperone
  • Needs Rival Viruses (level 9)

Mucin Coat

Survival

Ground hazards slow you 60% less; 8% less damage.

Details
  • Cost: 25 A, 15 C, 8 Shards
  • Needs Hazards (level 8)

Scavenger Enzyme

Loot & mutations

Gear drops 60% more often from elite cells; cells hit 10% harder.

Details
  • Cost: 25 T, 25 C, 12 Shards, 2 Chaperones
  • Needs Elite Cells & Affixes (level 4)

Hot Zone

Loot & mutations

Rooms roll a tier higher, with more boons and more drawbacks; cells have 5% more HP.

Details
  • Cost: 25 G, 2 Chaperones, 1 Ribozyme
  • Needs Room Tiers (level 11)

Immunosuppressant

Immune System

The host takes medicine 60% less often; 10% fewer nucleotides.

Details
  • Cost: 25 C, 15 T, 10 Shards, 1 Chaperone
  • Needs Treatments (level 10)

Latent Reservoir

Survival · Mechanic

Start the run with 1 extra life; 15% less max HP.

Details
  • Cost: 40 A, 25 G, 3 Chaperones, 2 Ribozymes
  • Needs Extra Lives (level 5)

Slick Envelope

Survival

Key guardian hooks miss twice as often; the dash recharges 10% slower.

Details
  • Cost: 20 A, 20 T, 8 Shards

Run modifiers

Modifier Combos

Loading certain modifiers together unlocks a combo bonus on top of their own effects: 17 pairs and 15 trios that fill all three slots. Each combo rolls a tier when it becomes active, and can rarely mutate.

Combo tiers

Rolls

A newly active combo rolls a tier once that adds damage, max HP and nucleotides; unloading and reloading can't reroll it, and the run that uses it clears the roll.

Details
  • Common 40%: no bonus
  • Uncommon 27%: +5% damage and max HP, +2% nucleotides
  • Rare 17%: +10%, +5% nucleotides
  • Epic 9%: +15%, +7% nucleotides
  • Legendary 5%: +22%, +11% nucleotides
  • Mythic 1.6%: +30%, +15% nucleotides
  • Prismatic 0.4%: +40%, +20% nucleotides

Combo mutations

5% chance

A freshly rolled combo has a 5% chance to mutate into something much stronger.

Details
  • Hypermutation: +30% damage
  • Giant Capsid: +40% max HP
  • Latent Copy: +1 extra life
  • Golden Genome: +50% nucleotides
  • Adaptive Shell: cells hit 20% softer

Avalanche

Pair

Viral Snowball stacks go up to +75% damage.

Details
  • Viral Snowball + Replication Burst

Gold Rush

Pair

Jackpots hit 1 in 3 drops.

Details
  • Jackpot Genome + Nutrient Cache

Feeding Frenzy

Pair

Elite kills heal 20 HP instead of 8.

Details
  • Bloodthirst + Inflammatory Bait

Blitz

Pair

Dash recharges 35% faster.

Details
  • Hit and Run + Primed Polymerase

Last Stand

Pair

Adrenal Hijack kicks in below 50% HP.

Details
  • Adrenal Hijack + Capsid Reserve

Gene Editing Suite

Pair

Every cell CRISPR cuts heals 2 HP.

Details
  • CRISPR Kit + Cas9 Overdrive

Tumor Harvest

Pair

Destroying a tumor heals you fully.

Details
  • Oncolytic Strain + Carcinogen Exposure

Elemental Mastery

Pair

Picking up a power-up heals 15 HP.

Details
  • Elemental Flux + Overcharged Capsid

Hyper-Evolution

Pair

Mutation orbs appear twice as often.

Details
  • Mutagen Surge + Tropism Map

Immune Blindspot

Pair

The storm meter and shot resistance build another 25% slower.

Details
  • Anti-inflammatory + Antigenic Drift

Hunting Season

Pair

Gear drops another 50% more often.

Details
  • Rival Pheromone + Scavenger Enzyme

Second Wind

Pair

Start with 1 more extra life.

Details
  • Latent Reservoir + Capsid Reserve

Hazmat

Pair

Ground hazards don't slow you at all.

Details
  • Mucin Coat + Tropism Map

Assassin Cover

Pair

Killer T cells have another 20% less HP.

Details
  • Perforin Block + Cytokine Decoy

Clean Bill of Health

Pair

The host takes medicine half as often again.

Details
  • Immunosuppressant + Immune Exhaustion

Slippery

Pair

Key guardian hooks miss twice as often again.

Details
  • Slick Envelope + Hit and Run

Danger Pay

Pair

+25% nucleotides.

Details
  • Hot Zone + Nutrient Cache

Juggernaut

Trio

+20% damage and +20% max HP.

Details
  • Capsid Reserve + Replication Burst + Adrenal Hijack

Treasure Hunter

Trio

+30% nucleotides and jackpots hit 1 in 2 drops.

Details
  • Nutrient Cache + Jackpot Genome + Inflammatory Bait

Blood Feast

Trio

Kills heal 3 more HP and elite kills heal 25 HP.

Details
  • Bloodthirst + Inflammatory Bait + Adrenal Hijack

Lightning War

Trio

Your ultimate charges 50% faster and the dash recharges 30% faster.

Details
  • Primed Polymerase + Hit and Run + Immune Exhaustion

Ghost Protocol

Trio

Detection rises 40% slower again and the dash recharges 25% faster.

Details
  • Cytokine Decoy + Hit and Run + Tropism Map

Runaway Evolution

Trio

Even rarer mutation orbs, and Viral Snowball stacks go up to +100% damage.

Details
  • Mutagen Surge + Tropism Map + Viral Snowball

Gene Storm

Trio

CRISPR appears twice as often and every cut heals 4 HP.

Details
  • CRISPR Kit + Cas9 Overdrive + Mutagen Surge

Elemental Overload

Trio

Power-ups last 40% longer and picking one up heals 25 HP.

Details
  • Elemental Flux + Overcharged Capsid + Replication Burst

Cancer Cartel

Trio

Tumors pay out 50% more and destroying one heals you fully.

Details
  • Oncolytic Strain + Carcinogen Exposure + Nutrient Cache

Ghost Strain

Trio

No shot resistance, the storm builds 30% slower and Detection 20% slower.

Details
  • Anti-inflammatory + Antigenic Drift + Cytokine Decoy

Apex Predator

Trio

Elite kills heal 15 HP and gear drops another 50% more often.

Details
  • Rival Pheromone + Scavenger Enzyme + Inflammatory Bait

Immortal Reservoir

Trio

Start with 1 more extra life and kills heal 2 more HP.

Details
  • Latent Reservoir + Capsid Reserve + Bloodthirst

Fortress

Trio

Hazards don't slow you, guardian hooks never land, and cells hit 10% softer.

Details
  • Mucin Coat + Slick Envelope + Capsid Reserve

Danger Zone

Trio

Rooms roll yet another tier higher and +30% nucleotides.

Details
  • Hot Zone + Mutagen Surge + Nutrient Cache

Silent Spread

Trio

Killer T cells have 30% less HP again and the host barely takes medicine.

Details
  • Perforin Block + Immunosuppressant + Cytokine Decoy

Challenges

Challenges & Rewards

The Challenges screen opens at level 3. It has daily and weekly challenges plus 637 permanent milestone challenges. Finished challenges wait on the Rewards tab until you collect them, one at a time or all at once.

The Challenges screen
The Challenges screen

Easy

Difficulty

The smallest reward.

  • 12 A, 12 T, 8 C, 4 G (shown as 36+ nt)
  • 6 Polymerase Shards
  • 6 XP

Normal

Difficulty

Adds Chaperones.

  • 35 A, 35 T, 23 C, 11 G
  • 15 Polymerase Shards, 2 Chaperones
  • 15 XP

Hard

Difficulty

Adds a Rare gear piece.

  • 90 A, 90 T, 60 C, 30 G
  • 36 Shards, 7 Chaperones
  • A Rare gear piece
  • 40 XP

Elite

Difficulty

Adds an Epic gear piece and a skill point.

  • 210 A, 210 T, 140 C, 70 G
  • 72 Shards, 14 Chaperones
  • An Epic gear piece
  • 1 skill point
  • 100 XP

Legendary

Difficulty

The biggest reward: a Legendary gear piece and 2 skill points.

  • 480 A, 480 T, 320 C, 160 G
  • 150 Shards, 29 Chaperones
  • A Legendary gear piece
  • 2 skill points
  • 220 XP

Gear reward tiers

Rule

Reward gear is a random piece for the virus you're playing, never above the tier your furthest organ allows.

  • Uncommon after organ 2, Rare after organ 3, Epic after organ 5
  • Legendary after organ 6, Mythic after organ 7, Prismatic after organ 8

Daily challenges

3 per day

Every day brings one Easy, one Normal and one Hard challenge, picked from the date.

  • New dailies at local midnight
  • Progress counts only within that day

Weekly challenges

3 per week

Every week brings one Normal, one Hard and one Elite challenge.

  • New weeklies every Monday
  • Progress counts only within that week

Milestone chains

Permanent

Permanent challenges come in chains: only the next unfinished step shows, and finishing it moves you on.

  • Some count across every run, some only your best single run
  • 11 groups: Combat, Enemies, Bosses, Immune System, Rivals, Map, Hazards, Pickups, Traits, Gear, Progression

Challenges

Daily & Weekly Challenge Pools

Dailies and weeklies are drawn from these pools, one per difficulty.

Daily Easy pool

16 challenges

One of these is the Easy daily.

  • Morning Infection: destroy 60 cells
  • Daily Rounds: clear 8 rooms
  • Small Mutations: take 5 traits
  • Gather Bases: collect 150 nucleotides
12 more
  • Show of Force: use your ultimate 2 times
  • On the Move: dash 40 times
  • Pick It Up: find 2 pieces of gear
  • Pick a Fight: destroy 3 elite cells
  • Orb Snatcher: collect 3 mutation orbs
  • Pop the Vesicles: open 3 vesicle chests
  • Sightseeing: discover 12 rooms
  • Neutrophil Cull: destroy 25 Neutrophils
  • Antibody Sweep: destroy 40 Free Antibodies
  • Ambusher: destroy 10 cells before they notice you
  • Tickle the Nerves: set off 3 nerve reflexes with your shots
  • Material Run: collect 20 enhancement materials

Daily Normal pool

16 challenges

One of these is the Normal daily.

  • Busy Day: destroy 200 cells
  • Long Shift: clear 20 rooms
  • Boss of the Day: defeat 1 boss
  • Clean Hands: clear 3 fights without taking damage
12 more
  • Stand Your Ground: survive 1 Immune Siege
  • Loot Run: find 4 pieces of gear
  • Elite Hunt: destroy 8 elite cells
  • Puzzle of the Day: solve 2 receptor puzzles
  • Macrophage Hunt: destroy 15 Macrophages
  • Shrug Off the Cure: destroy 15 drug or vaccine particles
  • Stack It: stack one trait ×3 in a single run
  • Kick the Nest: draw 2 hunter squads
  • Explorer's Day: fully explore 1 organ
  • Purple Hunt: destroy 2 Epic cells or better
  • Make a Deal: accept 1 trade-off
  • Dash Builder: take 2 DASH traits

Daily Hard pool

14 challenges

One of these is the Hard daily.

  • Go Deep: reach organ 3 in a single run
  • Double Trouble: defeat 2 bosses
  • Flawless Day: clear 8 fights without taking damage
  • Bring Down a Killer: destroy 1 Killer T cell
10 more
  • One Long Fight: destroy 150 cells in a single run
  • Rival Hunt: defeat 1 rival virus
  • Cancer Day: destroy 1 tumor
  • Resist the Cure: survive 1 treatment dose
  • Untouchable Boss: defeat 1 boss without taking damage
  • Ghost Day: leave 1 organ with Detection never above 30
  • Many Mutations: hold 10 different traits in a single run
  • Wake the Giant: raise the immune system to level 5 in a single run
  • Golden Day: destroy 1 Legendary cell or better
  • Escalation: face a generation 3 Killer T cell in a single run

Weekly Normal pool

12 challenges

One of these is the Normal weekly.

  • Weekly Outbreak: destroy 1,000 cells
  • Weekly Rounds: clear 80 rooms
  • Weekly Mutations: take 40 traits
  • Weekly Haul: find 15 pieces of gear
8 more
  • Workshop Week: enhance gear 5 times
  • Puzzle Week: solve 6 receptor puzzles
  • Orb Week: collect 20 mutation orbs
  • Vesicle Week: open 20 vesicle chests
  • Ambush Week: destroy 60 cells before they notice you
  • Explorer Week: discover 80 rooms
  • Resistance Week: destroy 60 drug or vaccine particles
  • Trophy Week: find 2 boss set pieces

Weekly Hard pool

12 challenges

One of these is the Hard weekly.

  • Boss Week: defeat 5 bosses
  • Spotless Week: clear 20 fights without taking damage
  • Elite Week: destroy 40 elite cells
  • Killer Week: destroy 3 Killer T cells
8 more
  • Siege Week: survive 3 Immune Sieges
  • Tumor Week: destroy 3 tumors
  • Stealth Week: leave 3 organs with Detection never above 30
  • Cartography Week: fully explore 4 organs
  • Obsession Week: stack one trait ×5 in a single run
  • Rival Week: defeat 2 rival viruses
  • Mutation Week: mutate gear 1 time
  • Purple Purge: destroy 15 Epic cells or better

Weekly Elite pool

10 challenges

One of these is the Elite weekly, worth an Epic gear piece and a skill point.

  • Deep Dive: reach organ 5 in a single run
  • Massacre: destroy 400 cells in a single run
  • Back to Back: defeat 3 bosses in a single run
  • Rival Season: defeat 3 rival viruses
6 more
  • Epic Hunt: find 3 purple-or-better gear pieces
  • Weekly Victory: win 1 run
  • Flawless Bosses: defeat 2 bosses without taking damage
  • Total War Week: raise the immune system to level 8 in a single run
  • Myth Hunt: destroy 1 Mythic cell or better
  • Swiss Army Week: hold 14 different traits in a single run

Challenges

Milestone Challenges

637 permanent challenges in 11 groups. Chains climb in difficulty as their targets grow (E = Easy, N = Normal, H = Hard, El = Elite, L = Legendary).

Combat

80 challenges

Kills, rooms, flawless fights, elites, ambushes and ability use.

  • Destroy cells: First Blood, Infection, Outbreak, Epidemic, Pandemic, Extinction Event (then II to VII): 10 to 100,000 cells, E to L
  • Destroy cells in one run: Viral Load, Cytokine Storm, Sepsis, Total Collapse (then II to V): 25 to 800, E to El
  • Clear rooms: Explorer, Colonizer, Systemic, Every Corner (then II to VI): 5 to 2,000, E to El
  • Clear rooms in one run: Deep Infection 30 (N), Organ Failure 60 (H)
10 more
  • Fights without damage: Untouchable 5 (N), Ghost Strain 30 (H), Immune Blind Spot 150 (El)
  • In one run: Clean Sweep 5 (H), Flawless Infection 12 (El)
  • Elite (blue or better) kills: Elite Hunter, Antigen Breaker, Champion Slayer: 5 to 1,000, E to El
  • By cell tier: Blue Blood 25 / Elite Purge 250; Purple Reign 10 / Epic Slayer 100; Golden Hunt 5 / Legend Killer 50; Red Alert 1 / Myth Breaker 10; Prism Breaker 1 / Prismatic Massacre 5
  • Ambush kills: Sneak Attack, Silent Killer, Assassin Strain: 10 to 1,000, E to H
  • Drug or vaccine particles: Drug Resistance, Antiviral Immunity, Untreatable: 10 to 1,000, E to H
  • Ultimate: Pandemic Power 10 (E), Global Outbreak 100 (N)
  • Signature ability: Shapeshifter 10 (E), Master of Disguise 100 (N)
  • Dashes: Quick Spread, Jet Stream: 50 to 5,000, E to H
  • Active skill: Skilled 50 (E), Ability Spammer 500 (N)

Enemies

202 challenges

A Hunter, Bane and Extinction chain for every immune cell type, plus host cells.

  • Common cells (10 to 2,500 kills, E to H): Neutrophil, Free Antibody, Macrophage, B Cell, Monocyte, Plasmablast, Platelets
  • Uncommon cells (5 to 1,000 kills, E to El): Natural Killer Cell, Dendritic Cell, Complement System, Helper T Cell, Follicular Dendritic Cell, Goblet Cell, IgA Plasma Cell, Stellate Cell, NKT Cell, Megakaryocyte, Myeloblast, Astrocyte, Resident Memory T Cell, Eosinophil, Basophil, Memory B Cell, Lymphoid Progenitor, Thymocyte
  • Host cells: Cell Burster 100 (E), Lytic Feast 1,000 (N)

Bosses

53 challenges

Organ bosses, key guardians, tumors and boss feats.

  • Boss kills: Giant Killer, Boss Rush, Warlord: 1 to 100, E to L
  • In one run: Double Kill 2 (N), Gauntlet 4 (H), Clean House 8 (L)
  • Each organ boss once (Slayer) and 5 times (Nemesis, one step harder): Mast Cell (E), Alveolar Macrophage (N), Plasma Cell (N), Follicular Helper T Cell (H), Paneth Cell (H), Kupffer Cell (El), Hematopoietic Stem Cell (El), Microglia (L)
  • Tumors: Oncolytic 1 (N), Tumor Hunter 5 (H), Remission 20 (El)
4 more
  • Key guardians: Gatebreaker 1 (E), Keymaster 10 (N), Warden Slayer 40 (H)
  • Each guardian Down 1 (E) and Hunter 8 (N): Mucin Colossus, Syncytium, Fibrin Weaver, Reticular Warden, Cajal Pacemaker, Polyploid Hepatocyte, Giant Osteoclast, Betz Cell
  • Bosses without damage: Untouched 1 (H), Boss Ghost 5 (El), Perfect Predator 20 (L)
  • Bosses within 60 seconds: Speed Kill 1 (H), Blitz 10 (El)

Immune System

29 challenges

Killer T cells, sieges, treatments, Detection and stealth.

  • Killer T cells: T-Cell Down 1 (N), Cytotoxic Breaker 10 (H), Adaptive Nightmare 50 (El)
  • Immune Sieges: Hold the Line 1 (N), Siege Breaker 10 (H)
  • Treatment doses: Drug Resistant 1 (N), Superbug 10 (H)
  • Antiviral, vaccine and interferon doses: Resistant 3 (N), Immune 20 (H) for each
5 more
  • Killer T generation in one run: They Keep Coming 3 (N), Adaptive Arms Race 5 (H), Immune Escalation 8 (El)
  • Wanted: push Detection to 100 in one run (N)
  • Immune level in one run: Provoked 5 (N), Full Alert 8 (H), Total War 12 (El)
  • Hunter squads: Hunted, Most Wanted: 1 to 100, E to H
  • Organs left with Detection never above 30: Ghost 1 (N), Silent Spread 10 (H), Never Seen 50 (El)

Rivals

11 challenges

Beat the other viruses competing for the host.

  • Rival kills: Competition 1 (N), Apex Strain 5 (H), Only One Survives 25 (El)
  • Rhinovirus, Norovirus and Adenovirus: Rival 1 (N), Nemesis 5 (H) each
  • Rival generation in one run: Evolved Rival 3 (H), Ancient Rival 5 (El)

Map

53 challenges

Reaching organs, exploring every room and finding special rooms.

  • Reach each organ in one run: Into the Lungs (E), Bloodstream (N), Lymph Node (N), Gut (H), Liver (H), Bone Marrow (El), Brain (L)
  • Purge: destroy 500 cells in each organ (Nasal Passage E up to Brain El)
  • Cartographer: explore every room of each organ in one run (E up to El)
  • Discover rooms: Wanderer, Pathfinder, Atlas: 10 to 2,000, E to H
5 more
  • Fully explore organs: Thorough 1 (E), Completionist 10 (N), Every Cell Counted 50 (H)
  • Discover 5 (E) / 25 (N): Upgrade Chambers (Treasure Seeker, Vault Raider), trade-off altar rooms (Deal Maker, Faustian), Mutagenic Pools (Gambler, High Roller), refuges (Safe Haven, Sanctuary Regular), puzzle rooms (Curious, Puzzle Hunter), gene vaults (Gene Seeker, Vault Opener)
  • Pit rooms: Edge Walker 10 (E), Abyss Dancer 100 (N)
  • Receptor puzzles: Lock Pick 1 (E), Receptor Master 10 (N), Key to Everything 50 (H)
  • Lysis Chambers: Burst Them 1 (N), Harvest Season 10 (H)

Hazards

20 challenges

Use the organs' own terrain.

  • Nerve reflexes by touch: Ticklish 5 (E), Reflex Test 50 (N)
  • Nerve reflexes by shots: Nerve Striker 10 (E), Neural Saboteur 100 (N)
  • Drop shafts: Free Fall 1 (E), Shaft Diver 10 (N)
  • Hazard kills: Environmental Hazard, Tissue Trap, Terrain Master: 10 to 500, E to H
4 more
  • Red blood cells burst: Hemolysis 5 (E), Anaemia 50 (N)
  • Reticular fibres snapped: Fibre Cutter 5 (E), Net Breaker 50 (N)
  • Stem cell niches burst: Marrow Raider 3 (E), Niche Thief 25 (N)
  • Incubation revives: Second Chance 1 (N), Unkillable 10 (H)

Pickups

84 challenges

Nucleotides, orbs, chests, power-ups, RNA and materials.

  • Nucleotides: Base Pairs, Genome Bank, Nucleotide Baron: 100 to 250,000, E to El
  • Mutation orbs: Mutation Magnet, Orb Collector, Orb Hoarder: 5 to 500, E to H
  • Vesicle chests: Vesicle Opener, Chest Cracker, Vesicle Baron: 5 to 500, E to H
  • Genes: Gene Splicer 5 (E), Genome Editor 50 (N)
7 more
  • Trade-offs: Bargainer 5 (E), Pact Maker 50 (N)
  • Dormant Virions: Dormant 1 (N), Sleeper Cell 10 (H)
  • Power-ups: Powered Up, Elemental, Force of Nature: 1 to 250, E to H
  • CRISPR: Gene Editor 1 (N), Cas9 Master 10 (H)
  • Each element 1 (E), Adept 5 (N), Master 15 (H): Spike Shield, Chain Lightning, Fire Cross, Tidal Pulse, Gale Force, Stone Skin, Frost Aura, Mist Veil, Radiance, Umbra
  • RNA strands: Strand Finder, RNA Collector, Genome Library: 1 to 200, E to H
  • Enhancement materials: Scrapper, Material Hoard, Workshop Stock: 50 to 10,000, E to H

Traits

33 challenges

Take, stack and collect traits.

  • Traits in one run: Mutant 10 (E), Hypermutator 20 (N), Chimera 35 (H)
  • Traits overall: Gene Collector, Living Library: 10 to 1,000, E to El
  • By type, 25 (E) / 150 (N): STAT (Stat Builder, Number Cruncher), EFFECT (Status Spreader, Plague Bringer), PROJECTILE (Bullet Bender, Projectile Master), DEFENCE (Shielded, Fortress), DASH (Dash Fiend, Blink Master), SURVIVAL (Survivor, Undying)
  • Legendary traits: Golden Gene 1 (N), Legendary Genome 10 (H)
4 more
  • Mythic traits: Mythic Mutation 1 (H), Myth Maker 5 (El)
  • Prismatic trait: Prismatic Gene 1 (El)
  • Stack one trait in a run: Doubling Down ×3 (E), Obsession ×5 (N), Single-Minded ×8 (H)
  • Different traits in a run: Diverse Genome 8 (N), Swiss Army Virus 14 (H), Everything at Once 20 (El)

Gear

48 challenges

Find, forge, enhance and recycle gear.

  • Find gear: Scavenger, Hoarder, Armory: 5 to 500, E to H
  • Purple or better: Lucky Find 1 (N), Treasure Strain 10 (H), Legend Seeker 50 (El)
  • Per slot, 25 (E) / 100 (N): Capsid, Envelope, Matrix, Tail Fibers, Spike Protein Collector and Connoisseur
  • Rare finds: Feeling Blue 25 (E), Blue Collection 100 (N)
8 more
  • Legendary finds: First Legendary 1 (H), Legendary Armory 10 (El)
  • Mythic finds: Mythic Find 1 (El), Mythic Armory 5 (L); Prismatic Drop 1 (L)
  • Boss set pieces: Boss Trophy 1, Set Collector 10, Full Wardrobe 40
  • Enhance: Tinkerer 1, Engineer 25, Perfectionist 100; to +10: Perfected 1 (H), Master Smith 5 (El)
  • Combine: Fusion 1, Recombinant 10, Chimeric Arsenal 40
  • Forge by combining: Forge Rare (E), Forge Epic (N), Forge Legendary (H), Forge Mythic (El), Forge Prismatic (L)
  • Gear mutations: Lucky Mutation 1 (N), Mutant Arsenal 10 (H)
  • Dismantle: Recycler 10, Salvage King 100, Scrap Lord 500

Progression

24 challenges

Runs, wins, Lab levels and skill ranks.

  • Petri Lab levels: Lab Rat 1 (E), Researcher 25 (N), Chief Scientist 100 (H)
  • Skill ranks: Student 1 (E), Adept 25 (N), Grandmaster 80 (H)
  • Runs played: Patient Zero, Persistent, Endemic: 1 to 250, E to El
  • Wins: Host Infected 1 (El), Serial Infector 5 (El), Unstoppable 25 (L)
  • Win as each virus: Influenza A, Retrovirus, Filovirus and Halovirus Victory 1 (El) and Dynasty 5 (L)

Unlock schedule

New Mechanics, One Per Level

A new save isn't buried in systems on run one. Each in-run mechanic unlocks for the whole save when any virus reaches its level (Hosts & Host Traits: 2 finished generations), then is introduced on its own: a NEW MECHANIC UNLOCKED notice the moment it first shows up (right as the organ starts for tumors, room tiers and immune learning), and except for the Cytokine Storm it's guaranteed to appear in that organ. Only one is introduced per run; the rest wait for later runs. Hosts & Host Traits is introduced on the host reveal before you land instead.

Power-ups

Level 2

The first few cells you kill in a fight can drop an elemental power-up: a few seconds of a big effect. CRISPR, the rarest, makes you invincible.

Details
  • Also opens power-up traits, host traits and modifiers that rely on power-ups

Special Rooms

Level 3

Trade-off altars, receptor puzzles and event rooms (siege, gamble, harvest, refuge), marked with coloured borders on the minimap.

Elite Cells & Affixes

Level 4

Cells can come in stronger tiers (green, blue, purple and up) with affixes like Shielded, Swift or Vampiric; they hit harder and drop better loot.

Extra Lives

Level 5

Dormant Virions can drop from tough cells; each one is an extra life.

Details
  • Also opens the Incubation Period trait

Killer T Cells

Level 6

When Detection fills to 100, elite hunters follow you from room to room until you destroy them.

Tumors & Metastasis

Level 7

Most organs grow a tumor that spreads and sends assassins; destroy it for a big reward or it follows you to the next organ.

Details
  • Introduced as soon as the organ starts

Hazards

Level 8

Each organ gets its own hazards: cilia, vents, clots, fibres, pits and the occasional drop shaft.

Rival Viruses

Level 9

Other viruses want this host too; beat a rival for rich loot, or chase it before it escapes and returns stronger.

Treatments

Level 10

When Detection stays high, the host may take antivirals, a vaccine booster or interferon. Walk out of the room to escape the dose, or survive it for a reward.

Room Tiers

Level 11

Rooms roll a tier shown as a coloured minimap border; higher tiers carry more boons and more drawbacks.

Details
  • Introduced as soon as the organ starts

Cytokine Storm

Level 12

If your build gets too strong, the storm meter fills and the immune system sends crimson adapted cells that resist your build.

The Immune System Learns

Level 13

Lean on one shot type and cells start resisting it; the immune level rises with every organ and Killer T pack.

Details
  • Introduced as soon as the organ starts

Hosts & Host Traits

Generation 2

Each host gets a genome of hidden traits, good and bad, revealed when you infect it. Rarer hosts have stronger traits and richer rewards.

Details
  • Unlocks after 2 finished generations instead of a level

A world that grows with you

Onboarding

Early runs use smaller rooms and shorter fights; they grow to full size as your best level nears 12 and your lineage nears 6 generations.

Details
  • Fight rooms grow from about 1 screen of floor to 4
  • Fights grow from 1 wave up to 4

Unlock schedule

Features, Modes & Viruses

The main menu starts with just Infect a Host and grows one feature at a time, showing only the next locked one as a teaser and tagging new ones NEW. Level and lineage milestones also widen what runs can offer.

Skill Tree & Codex

After 1 run

Both menus open once you finish your first run.

Signature ability button

After 1 run

The Shift (signature ability) button appears after your first finished run.

Gear

After 1–2 runs

Opens after your first run if you found gear, otherwise after your second.

Ultimate button

After 2 runs

The ultimate button appears after your second finished run.

Status traits

Level 2

Burning, poison, chill and shock traits can be offered in runs.

Details
  • Pyrogenic Fever, NSP4 Enterotoxin, Cold Adaptation, M2 Ion Channel, Febrile Wake, Toxic Wake, Cold Snap, Ion Surge

Petri Lab

Level 2

The permanent upgrade lab opens.

Challenges & Store

Level 3

The Challenges and Store menus open.

Start in deeper areas

Level 3 · Gen 2

Skip ahead to any organ you've already reached, drafting 6 head-start traits however deep you start.

Projectile traits

Level 4

Bursting, chaining, bouncing, returning and orbiting shots join the trait pool.

Details
  • Lytic Burst, Cell-to-Cell Spread, Fomite Ricochet, Endosomal Recycling, Satellite Virus, Syncytial Pulse, Lateral Budding

Retrovirus

Level 4

Mutations that turn your lineage into Retrovirus can be offered.

Details
  • A newly opened virus is guaranteed to be offered once in the next generation pick

Pandemic Game Mode

Level 5

Story mode: infect the world city by city; more of the map opens as you level up.

Details
  • The only place RNA drops
  • Runs give no XP or generations

Mixed strains

Level 6 · Gen 2

Lineage offers can include mixed boon/curse strains.

Endless Game Mode

Level 7

Endless waves in the deepest organ you've reached.

Details
  • The only place Ribozyme Cores drop
  • Runs stand apart from your lineage

Epic & better traits

Level 7

Traits can roll purple (Epic) tier; before this they top out at Rare.

Run modifiers

Level 8

Craft and load one-run modifiers with trade-offs, mechanics and combos.

Halovirus

Level 8

Mutations that turn your lineage into Halovirus can be offered.

Curse strains

Level 9 · Gen 3

Lineage offers can include curses that pay out bigger rewards.

Defence traits

Level 9

Stolen Membrane shields, Glycan Armor and the Incubation Period extra life join the trait pool.

Elite strains

Level 10 · Gen 5

The strongest boons can be offered.

Details
  • Twin Genome, Ancient Memory, Overcharged, Fortunate Strain, Mutagenic, Lysis Cascade

Legendary & mythic traits

Level 11 · Gen 4

Traits can roll orange and red tier, up to Prismatic.

Filovirus

Level 12

Mutations that turn your lineage into Filovirus can be offered.

Pandemic world map

Level 2–15

Pandemic Game Mode continents open by best level and finished generations.

Details
  • North America (6 cities): level 2
  • Europe (5 cities): level 4, 3 generations
  • Asia (5 cities): level 6, 6 generations
  • Middle East (5 cities): level 7, 8 generations
  • South America (4 cities): level 8, 10 generations
  • Africa (5 cities): level 10, 14 generations
  • Oceania (4 cities): level 12, 18 generations
  • Antarctica (4 cities): level 15, 24 generations
  • Pandemic Game Mode itself opens at level 5

Reached organs

Reached Organs & Virus Adaptations

Your lineage remembers the deepest organ it has reached. Reaching a new organ for the first time opens deeper skill rows, better gear and, for three of the viruses, a permanent adaptation announced as '<VIRUS> ADAPTS'. Adaptations stack and apply in every organ and every Game Mode once reached. Influenza A has none.

What reaching an organ unlocks

Organs 1–8

The deepest organ reached opens new starting points, skill rows and gear tiers.

  • Start a run in any organ already reached (with Start in deeper areas)
  • Skill tree deep rows need organs 2 through 8
  • Gear drops: Uncommon from organ 2, Rare from 3, Epic from 5, Legendary from 6, Mythic from 7, Prismatic from 8
  • Combining gear can make one tier above what drops yet

Retrovirus: Lymph Node

Organ 4

Captured cells hit 25% harder and take 20% less damage.

Retrovirus: Gut

Organ 5

Captured cells +10% damage and +15% health; every cell your shots kill adds a kamikaze.

  • The kamikaze store holds up to 5

Retrovirus: Liver

Organ 6

Captured cells +60% damage and +60% health; Latency and Integration Surge hit 80% harder.

Retrovirus: Brain

Organ 8

Captured cells double damage and health; Latency and Integration Surge hit 120% harder.

Filovirus: Lungs

Organ 2

Bleeds, Hemorrhage and Viral Hemorrhage hit 80% harder.

Filovirus: Bloodstream

Organ 3

Bleeds, Hemorrhage and Viral Hemorrhage hit 50% harder, and bleeding cells deal 35% less damage.

Filovirus: Gut

Organ 5

Bleeding +10%, and Hemorrhage weakens cells 5% more.

Halovirus: Lymph Node

Organ 4

Infection, spike volleys, outbreaks and the ultimate hit 80% harder.

Halovirus: Gut

Organ 5

Spike volleys +15% damage; the Fury variant gives +65% damage instead of +60%.

Halovirus: Bone Marrow

Organ 7

Infection, spike volleys, outbreaks and the ultimate hit 60% harder.

Halovirus: Brain

Organ 8

Infection, spike volleys, outbreaks and the ultimate hit 90% harder.

Resources

Currencies & Materials

Nucleotides pay for most things; RNA and Ribozyme Cores are rare drops tied to Pandemic Game Mode and Endless Game Mode.

Adenine (A)

Nucleotide

The most common base: about 35% of nucleotide drops.

  • Petri Lab upgrades, gear combining and run modifiers

Thymine (T)

Nucleotide

About 30% of nucleotide drops.

  • Petri Lab upgrades, gear combining and run modifiers

Cytosine (C)

Nucleotide

About 22% of nucleotide drops.

  • Petri Lab upgrades, gear combining and run modifiers

Guanine (G)

Nucleotide

The scarcest base: only about 13% of nucleotide drops.

  • Advanced upgrades and many costs lean on it

Where nucleotides come from

Sources

Nucleotide piles drop from every cell you kill, plus chests, challenges, Endless Game Mode sets and dismantled gear.

  • Up to 20 nucleotides gather into one pickup
  • Uncollected pickups stay in their room if you leave and come back

RNA Strand

Pandemic only

A rare purple drop that unlocks advanced Lab upgrades, pays for every third Lab level and buys skill tree respecs.

  • Drops only in Pandemic Game Mode; anywhere else it breaks down into nucleotides
  • About 1 in 40 kills, most Killer T cells, bosses, receptor puzzles and tumor fights
  • +1 per person infected, +3 per city taken, +8 per continent, +25 for the whole world

Polymerase Shard

Material

The common enhancement material; every enhancement level needs some.

  • About 1 in 5 kills, elite cells, vesicle chests and every challenge
  • +4 per person infected in Pandemic Game Mode
  • Also used to craft many run modifiers

Chaperone Protein

Material

The uncommon enhancement material.

  • Killer T cells, bosses (3 to 5), vesicle chests, puzzles and Normal-or-harder challenges
  • +3 per city taken in Pandemic Game Mode
  • Also used to craft many run modifiers

Ribozyme Core

Endless only

The rare enhancement material, needed to enhance gear from +3 up to +10.

  • Only drops in Endless Game Mode: every set pays at least one, plus its bosses, Killer T cells and elites
  • Elsewhere these drops condense into Chaperones
  • +1 per city taken in Pandemic Game Mode
  • Needed for 9 run modifiers

Enhancement costs

Gear

Each enhancement level from +1 to +10 costs more materials, scaled up for rarer and higher-level gear.

  • Common gear: +1 costs 15 Shards and 1 Chaperone; +2 costs 30 Shards and 4 Chaperones
  • +3 costs 50 Shards, 9 Chaperones and 1 Ribozyme
  • +10 costs 470 Shards, 110 Chaperones and 32 Ribozymes
  • Rarer tiers multiply costs: ×1.3 Uncommon up to ×5 Prismatic

Rare DNA

Collectible

A golden ancient retrovirus fragment that a solved receptor puzzle sometimes releases.

  • 25% chance per solved receptor puzzle

Next up

Lineage & Hosts

Each run is a generation: strains, legacies, host genomes and animal hosts.