Strains

Pick a strain at the start of every run. It's a permanent, always-on identity for that run (a passive edge plus a starting specialization), not something you draft mid-run.

All strains

Strain

Brood

A restless culture that never stops dividing. Leave the dish overnight and it fills every corner.

Splitters leave three children, not two, each +10% bigger. Overwhelm with sheer numbers.

  • splitter: +20% health
  • Splitters leave 1 extra child on death.
Starts specialized: Splitters
Strain

Bulwark

A crust-forming strain kept behind reinforced glass. Whatever it walls off, it keeps.

Walls are tougher and reflect damage. Outlast everything.

  • wall: +25% health
  • wall: reflects 10 damage to melee attackers
Starts specialized: Walls
Strain

Predator

Cultured from a sample that consumed its neighbors, and it is across the slide before you look up.

Hunters hit harder and rush the enemy. Race to their generators.

  • hunter: +20 attack
Starts specialized: Hunters
Strain

Ravenous

Cultured to feed on whatever it kills. The more it eats, the less it stops.

Hunters attack faster and heal 15 health on every kill. Snowball down the line.

  • hunter: +10 attack rate (faster)
  • hunter: heal 15 on kill
Starts specialized: Hunters
Strain

Miasma

Grown in the fume hood. Its byproducts outlast the colony that made them.

Your poison lingers, and dying cells release it. Attrition wins.

  • toxin: +poison on hit (150 damage over 1s)
  • Poison lasts 50% longer.
  • Dying cells release 200 damage over 1.3s to nearby enemies.
Starts specialized: Toxin
Strain

Blister

Touch it and you carry the burn home with you.

Your Toxin cells take an extra hit, and anything that lands a blow on them gets poisoned back for 150 damage over 1s. Hit them and regret it.

  • toxin: +15 health
  • toxin: poison attackers when struck (150 damage over 1s)
Starts specialized: Toxin
Strain

Symbiosis

A cooperative culture that feeds its own. Starve it and it shares, wound it and it mends.

Starts with a healer that mends more and reaches further, plus +1 Biomass a round. Out-scale them.

  • symbiont: +1 range
  • symbiont: +20 healing per heal
  • +1 Biomass every round.
Starts specialized: Menders
Strain

Renewal

A patient culture that plants itself between the wounded and everything else, and simply will not stop knitting shut.

Your Menders taunt nearby enemies, regenerate 20% max health a second, and start with +30 health. Turn your healer into the wall.

  • symbiont: +30 health
  • symbiont: taunts nearby enemies
  • symbiont: regenerates 20% max HP/sec
Starts specialized: Menders
Strain

Barrage

Cultured behind blast glass and taught to keep its distance. It shells the far wall long before anything reaches it.

Starts with a Lobber that reaches further and takes a hit. Bombard them from range.

  • lobber: +30 health
  • lobber: +1 range
  • stinger: +1 range
Starts specialized: Lobbers
Strain

Cluster

A spore sac that does not just land. It goes off wider and messier than it should.

Lobber splash reaches 1 tile further and hits 15% harder, plus +10 Lobber health. Blast a wider hole.

  • lobber: +10 health
  • splash reaches +1 tile
  • +15% splash damage
Starts specialized: Lobbers
Strain

Patience

Slow, careful, in no hurry. It only needs one good shot.

Stingers get +1 range. That is the whole strain, a quiet pick for a role that does not need help.

  • stinger: +1 range
Starts specialized: Stingers
Strain

Crossfire

It does not pick a target. It picks two.

Stingers attack 2 enemies at once. Nothing else. The double hit is the whole strain.

  • stinger: +1 attack target
Starts specialized: Stingers
Strain

Pyre

A colony that burns hottest as it dies, and now it burns everything nearby too.

Every hit poisons for 120 damage over 0.8s. When a generator falls, the area is doused for 300 damage over 2s and the rest of the colony surges. Trade into a cloud.

  • splitter: +poison on hit (120 damage over 0.8s)
  • Dying cells release 300 damage over 2s to nearby enemies.
Starts specialized: Splitters
Strain

Gravid

Grown to divide heavy. Every split leaves behind something that barely counts as smaller.

Splitters get +15 health, and split children inherit 50% of your stats instead of the base 35%. Feed it hits, get more Splitter for it.

  • splitter: +15 health
Starts specialized: Splitters
Strain

Bedrock

A wall strain that does not so much die as calve. Break off a piece and the piece keeps standing.

When a Wall cell finally dies, one more Wall cell grows in its place. Outlast them twice.

  • wall: spawn a replacement on death
Starts specialized: Walls
Strain

Vigor

No fixed shape. Whatever three specialists it becomes, it becomes them better.

Its three generators each specialize into a different role, and it does all of them a little better. A jack of three trades.

  • All: +20% health
  • Ranged: +1 range
  • All: +20% attack / healing
  • All: heals 10% max HP on hit
  • No starting specialization, and its three generators always end up in three different roles.
Strain

Aegis

No fixed shape either, just thicker everywhere it goes.

Its three generators each specialize into a different role, every one of them thicker and harder to kill. Built to still be standing at the end.

  • All: +30% health
  • Ranged: +1 range
  • All: +5% attack / healing
  • The whole colony takes 6% less damage.
  • No starting specialization, and its three generators always end up in three different roles.