You start as a single cell, the Main Alpha, in a world that wants you gone. Infect cells to gather biomass and DNA, evolve your species and survive the immune defenses. Every ascension makes you stronger, and when your species has given everything, a second game opens up: the conquest of planets.


Over 120 abilities across 5 categories (Virulence, Metabolism, Structure, Evolution and Synthesis), split into 5 tiers and upgradable up to level 5. Before every new game you choose how to get them:
Guided evolution: when you have enough DNA, pick 1 card out of 3, or empower an ability you already own.
Free evolution: browse the full catalog of the open tiers and take exactly what you want.
Same costs and same rewards: it's not a difficulty, it's your way to play.

A second way to play, chosen when you start a new game. Your orbiting Alphas become ammo: aim with the mouse or the right stick and shoot them into the immune hordes, where they explode. While you shoot you don't gather: you decide when to absorb and when to fire.
Over 60 abilities change for shooting, the others work as in Classic.
Hordes of up to 300 enemies and a difficulty that keeps rising after the last boss.
Its own leaderboard. Permanent card bonuses don't apply here: cards you collect only count for the current run.


Orbiting cells fuse into the Main Alpha: fusions level it up and can transform it. From Sphere to Crown, 10 shapes with different bonuses, and new shapes unlock as you keep fusing.

The immune defenses strike in waves: a 15-second ASSAULT announced in advance, then a RESPITE to catch your breath, then the hunt starts again.
10 enemy types, from kamikazes to charged lasers, plus 3-5 different procedural enemies every run.
3 multi-phase bosses: Titan of Realms, Immune Leviathan and Cosmic Devourer.
After the last one, endless procedural bosses.


10 monsters that look like living planets, each with its own surface, eyes, maw and attacks: magma pools, ice shards, charges, pods, shields, healing, waves and vortices.
In Cell Barrage, two new monsters arrive for every ability tier you open.
In Classic they appear as the run's difficulty grows, and from your first ascension the Difficulty Limiter lets you decide how high it goes.


From your first ascension, a Chaos Rift opens in the world now and then. Step through it to face a timed trial of 45 to 75 seconds: Blackout, Labyrinth or Fire Rain.
Bronze, silver or gold grade, with growing rewards.
Fail and you lose 12% of your biomass, but the run goes on.
They are rare: at most 3 per ascension. Ignore a rift and it fades away.


When you're ready, ascend: you start over stronger, and every ascension raises the challenge.
6 milestones, from Nascent to Omega, and unlimited ascensions.
Essence based on your run score and grade.
18 Mastery nodes across 3 paths and 22 prestige upgrades.


In the Forge you combine up to 3 modifiers into a permanent perk, in 6 rarities from N to LEGEND, with up to 6 slots. Organelles are your equipment: 6 slots, 36 base types and random affixes, and they stay with you even after ascension.



Cards drop as you play, each in a rarity from Common to Progenitor.
5 families of 50 cards, plus the Zone cards.
Complete a card in all 7 rarities for a permanent bonus.
Player marketplace using the in-game currency.


When your species has given everything, the galaxy opens up: explore systems, found colonies and grow them from Outpost to Megalopolis.
10 planet types in 4 rarities, each with its own look.
38 buildings, 44 technologies, galactic expeditions, trade routes, contracts and planetary events.
Terraform planets to change their type.
The Hive Mind: an isometric colony simulation for those who reach the top.



Wandering merchant, treasure chests, mutations, cosmic events and auto-skills.
8 languages and Steam Cloud saves.
11 Steam achievements and online leaderboards.
Controller support.
3 colorblind modes.