3.5.0
2026-08-25sim 44 · config 33- Runs that were in progress ended with this release. Evolve prices changed underneath them, and I would rather end a run than quietly charge you different numbers than the ones you played with. Sorry if you were mid-climb.
- Evolving now costs what the fusion is actually worth. Some fusions gave you less than the two mods they ate and still charged 5 biomass, which was a trap rather than a decision. Those cost 1 now, so taking one to free a slot is a real choice. The big colony-wide fusions cost what they always did.
- Cards show their keywords on their own line, in the color of what they do. Poison is violet, healing is green, armor is steel, and anything that says WHEN something happens stays grey.
- On the compendium, following an evolve link while a filter was on used to do nothing at all. It takes you to the card now, even when your filter excludes it.
3.4.0
2026-08-23sim 44 · config 33- You can choose whether I email you when something big ships. It is a checkbox when you pick your username, and a switch in Settings if you change your mind later. Nothing has been sent yet, and it will be rare when it is.
- The rest is behind the scenes. Feedback sent from inside the game now lands somewhere I read properly, so if you send one, it reaches me.
3.3.0
2026-08-20sim 44 · config 33- The game holds a lot more players at once now, so the at-capacity screen should be much harder to run into.
3.2.0
2026-08-14sim 44 · config 33- Going back works inside the game. Opening the full breakdown and pressing back, or swiping back on a phone, returns you to the battle instead of dropping you out of the game.
- Coming back to a battle picks it up where you left it, instead of replaying it from the start.
- The tutorial gives you a real choice on the first round, and its tips sit on the thing you are about to tap instead of in a line of small text at the top.
- The tutorial no longer quotes the wrong number. It promised +20 attack for a card that gives +8.
3.1.0
2026-08-11sim 44 · config 33- Damage reduction applies to everything that hurts you, including poison and reflected damage. It used to skip both, which is not what the card said.
- Predator's taunt ignore works now. It was counting ticks instead of taunters, so the strain's headline perk did nothing at all.
- The draft tells you which strain you are playing. It never did before, which made planning a build harder than it needed to be.
- Opponents draft better. They put specializations on the right generator, stop steering healing cards onto cells that cannot use them, and pay the real price when they re-specialize a full board.
- Some opponents now chase evolve paths on purpose, so you will meet fused mods more often than you used to.
- Fewer repeat opponents. Matchmaking was matching on display name, so the same player could come back around as a fresh face.
- A shared run shows the cards it was actually played with, instead of redrawing it with today's.
- Starring a run is easier to find, and the app shows a real loading state in the places that used to just say Loading.
3.0.0
2026-08-06sim 42 · config 33- Attack is much weaker. Every attack card was halved, and then cut another 20% on top of that. Fights were ending before healing, poison, reflect or armor got to do anything, so those cards were never worth buying.
- Poison lasts instead of bursting. Every poison shorter than two seconds now runs for a full two seconds and deals the same damage spread out, so it wears a cell down rather than finishing it off.
- Toxins hold ground. A dying Toxin leaves its tile poisonous, and Quarantine spreads that as a cross reaching forward and to both sides.
- Nothing can hold you still forever. Each source can only root the same cell once every half second, so toxic ground slows you down instead of pinning you.
- Your first reroll and your first return each round are free. Each one after that in the same round costs more, so it is worth buying something you are not sure about early.
- Nine new boons, taking the pool from 16 to 25. More healing, more health, longer reach, a wider taunt, tougher generators, and one that hands you an extra free reroll and return every round.
- Six new evolve paths for Callus, Bastion Roots and Chitin Plate, including a generator that reflects damage and one that triples its own armor. Plus Sunken Core, a colony card that shields every generator you own.
- Hunters, Splitters and Lobbers play differently. Hunters trade flat attack for scaling and reach, Splitters choose between more children or bigger ones, and Barrage is a Lobber strain again.
- Seven cards were all showing the same placeholder dot. They have real art now, along with everything else added this release.
2.13.0
2026-08-05sim 39 · config 30- Toxins now hold ground. When a Toxin cell dies it leaves its tile toxic for a moment, and anything that walks through it gets poisoned. Three new cards make the fields last longer.
- Stingers ricochet. Their shots now bounce to the next enemy for reduced damage, and the bounces stack. Four new cards, including a colony card for a full Stinger board.
- Fixed the action bar overlapping the last row of cards in the shop on phones with a home indicator.
- Runs in progress will be retired by this update.
2.12.3
2026-08-04sim 38 · config 292.12.2
2026-08-04sim 38 · config 29- Mods sit in the same square on the battle board as they do in the shop. They were laid out in two different orders, so from the fourth mod on, a mod you put on the left showed up on the right during the fight. The board follows the shop now.
- Fixed the mod replace box being able to grow past the screen the same way the generator details box used to, which is the bug that could leave you stuck with the buttons off the edge.
- The biomass button in the shop was drawing bigger than the pills next to it.
2.12.1
2026-08-04sim 38 · config 292.12.0
2026-08-04sim 38 · config 29- Menders can hurt something now. Part of what they actually heal is also dealt to the nearest enemy in range, so a healer keeping the line alive is chipping away at the same time. Only healing that lands counts, so parking next to a full-health ally does nothing.
- New strain: Cautery, for menders that would rather close a wound by burning it shut. There is a new mod and a second Rich Serum evolution on the same idea.
- That is the last of three mender passes. They fight when the dish runs low, they bank their wasted healing as bonus health, and now they deal damage. Tell me if they are still too weak.
2.11.0
2026-08-04sim 37 · config 28- Menders waste a lot of healing. Between a quarter and two thirds of everything they heal was landing on cells that were already full and simply vanishing. Half of that waste now sticks as bonus health on top of the cell's maximum, shown as a cyan cap on its health bar. Bonus health is spent before real health, so it is a buffer, not a bigger cell.
- Menders also patch themselves up now, but only when nobody else nearby needs it. They will never top themselves off while an ally is bleeding.
- Symbiosis leans into the new bonus health, Renewal's menders now reflect damage back at whatever hits them, and there is a new mod and a new Rich Serum evolution built around keeping bonus health up.
2.10.0
2026-08-04sim 36 · config 27- Menders can fight once the dish runs low. They still only heal while there is food, but after that they stop being a spectator and start hitting things. A wall and mender pair that used to grind to a draw now tends to win it.
- Rich Serum restores 40 instead of 30.
- Every keyword on a card is tappable now. Tap poison, reflect, armor, on death or any of the others and it tells you exactly what it does in the battle, not just what the card says.
2.9.1
2026-08-03sim 36 · config 262.9.0
2026-08-03sim 36 · config 26- Your runs is now a real screen. Every run you have finished, newest first, with how far you got, your record, and how it ended. Tap one to watch it round by round.
- You can star a run to keep it, and filter down to just the starred ones. Handy for the run you want to send someone later.
2.8.1
2026-08-03sim 36 · config 262.8.0
2026-08-03sim 36 · config 26- You can see taunt range on the board now. Anything that taunts draws a faint dotted box around the ground it pulls from, so you can watch a cell walk into it instead of wondering after the fact why it turned. Taunt range varies per cell since mods add to it, so the box is that cell's real reach, not a generic one.
- There is a switch for it in Settings next to Show cell health if you would rather have a clean board.
2.7.2
2026-08-03sim 35 · config 26- Watching a round from your run results used to strand you there. There is a link back to the run now, and arrows to step to the round before or after without going back first.
- That also means the browser back and forward buttons walk through the rounds the way you would expect, on your own runs and on a run someone shared with you.
2.7.1
2026-08-03sim 35 · config 26- The Damage taken line in a generator's details opens up now, so you can see every card and strain that built your damage reduction instead of just the total.
- Heal amount was showing the wrong number. A strain like Aegis or Vigor raises how much your Menders heal, and that increase was being left out of the number on screen even though the heal itself was bigger. It reads correctly now, and the breakdown names the strain that added it.
- Renamed the stat that used to say "Output" to "Attack & healing", because that is what it does.
2.7.0
2026-08-03sim 35 · config 26- Grasping Cilia was a card you should never have bought. Bulwark Membrane costs the same 4 biomass, gives the same +2 taunt range, has more health, adds 45 armor, and goes on any cell instead of needing a Toxin. There was no build where Grasping Cilia was the better pick. The line about dragging enemies onto your poison was just describing what taunt range does on a Toxin cell, not anything the card was actually doing.
- It now poisons on hit for 200 damage over 1.3s, on top of whatever the Toxin cell already does. So it is an attacking card that also tanks a bit, not a worse version of the tank. Its icon is now poison colored to match, and it counts as a poison mod for evolving.
2.6.3
2026-08-03sim 35 · config 25- The ring around a Lobber cell on the board was drawn heavier than the same ring on its generator, which made it look chunky next to everything else. It is drawn at the same weight now.
2.6.2
2026-08-03sim 35 · config 252.6.1
2026-08-03sim 35 · config 25- Fixed the thing where a high-rated player kept facing the same opponent every single battle. The pool was picking from the nearest builds, and one busy bot leaves behind a new build after every fight, so at the top of the ladder the whole pool was that one bot copied over and over. It now picks between opponents rather than between builds, so a bot with thousands of saved builds is exactly as likely as one with a dozen.
- The practice opponents now go up to 2440 instead of stopping at 1540, and they cover rounds 13 and 14, which ranked runs actually play. Before this, a high-rated run had nothing built for it up there.
2.6.0
2026-08-03sim 35 · config 25- Sporeling is a tier 2 card now and costs 4 biomass instead of 2. A cell that spawns another cell every time it dies is one of the best things you can put on a generator, and it was the cheapest kind of card in the game. Compare it to Molt, which costs 3 and only pays out when an armor layer breaks. Sporeling pays out on any death, every time.
- The practical change: you will not see Sporeling in the shop in rounds 1 and 2 anymore. It shows up from round 3, the same as every other tier 2 card, and it is just as likely to appear then as it always was. Runs already in progress keep the old price.
2.5.4
2026-08-03sim 35 · config 24- Fixed a phone bug that could trap you. Opening a generator's details from the breakdown made a card taller than the screen, so the close button sat above the top edge and scrolling moved the page behind it instead of the card. The only way out was reloading. The card now fits the screen and scrolls, and the close button stays put wherever you scroll to.
2.5.3
2026-08-03sim 35 · config 24- Tapping a strain in a battle or breakdown told you the story and not the numbers. It now lists what the strain actually gives you, the same way the strain picker does.
- Two effects were missing from those lists everywhere they show up: the spawn speed surge you get when a generator falls, and the bonus stats split children inherit. Pyre, Brood and Gravid were all quietly underselling themselves.
- Second Wind said it surges your attack. It has always surged your spawn speed instead. The text was wrong, not the boon.
2.5.2
2026-08-03sim 35 · config 24- The progress number in the run header is just "+21" now instead of a whole sentence that ate the row on a phone. Tap it and you get the full story: what this run is earning, how the climb is worked out, and which unlock is next.
- The shop lost its permanent "long-press a generator to drag it" line. That tip now lives behind the "?" next to Your colony, along with the mod ring colors, so the board gets the space back.
2.5.1
2026-08-03sim 35 · config 242.5.0
2026-08-02sim 35 · config 24- Surge effects stack now. If you have two things that make your colony spawn faster when a generator falls, you get both. Before this the bigger one simply swallowed the smaller, so the second was doing nothing at all. Pyre plus Nutrient Surge is 50% instead of 30%.
- Two more moments the board used to swallow. A Splitter that dies and leaves children behind blooms where it fell, and a colony that is surging after losing a generator now glows while it lasts, so you can see the comeback happening instead of reading about it after.
- Toned down the poison cloud from last release. It fires far more often than the other effects, so it now reads as part of the board rather than competing with the rarer ones.
2.4.0
2026-08-02sim 34 · config 24- Boons now say how long they last on the card itself, as a small tag: Ongoing, One time, or Each round. Most of them used to end with the same long sentence about lasting the rest of the run, which made the one-time ones easy to miss.
- Overgrowth costs 2 biomass now. It gives your Splitters an extra child, the same thing the Bloom card does, and Bloom just got more expensive, so the free version was the obvious pick.
- Fixed two places that said boons are free or that they all last the whole run. Neither was true: a few of the strongest ones cost biomass out of that round, and Windfall is a one-time payout.