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Insidia screenshot
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Genre: Strategy, Indie

Insidia

Patch 1.0.1 - Terminal Velocity


Greetings, Wastelanders! This very first patch brings to the game a much requested feature: an improved UI. In addition, we’d like to share with you some insights of what to expect in the next patches.

Improved Initiative UI



Since the release of INSIDIA we’ve collected hundreds of extremely useful feedbacks. It seems that the most crucial issue was a lack of clarity with the initiative order. For this reason we’ve completely rehauled that portion of our UI.

The initiative bar has been moved from its old location to the side of the screen and it is now considerably bigger. During the Tactical Mode you will be able to quickly see which champion will act first, while during the Resolution Mode the initiative bar will rearrange itself to display the actual order in which champions will take their actions. This new UI will also highlight when an ability triggers in response to another event.

Speaking of triggers, we’ve also added new in-game markers. Now you will be able to swiftly spot which champion is ready to perform a reaction skill or is casting\channeling an attack and how long it will take.

In development: Kowalski, the Steam Knight



Very SOON(™), a new Tank will join the battlefield: Kowalski, the Steam Knight! This ironclad warrior can mitigate incoming damage thanks to his armor and protect allies by redirecting attacks on himself. He can perform piercing strikes with his lance and immediately return to guard stance after dealing a killing blow. Finally, with his ultimate Kowalski is able to knock away multiple targets at once!



Thousand Voices


Greetings, Wastelanders!
Today we bring you multilingual support and some new cosmetic items! With our lives finally going back to normal after the nightmare commonly known as “post launch trauma”, it’s time to push new content into the game once again.

Di qua dal dolce stil novo ch'i' odo!



Since the very beginning, a multilingual support for INSIDIA was probably the single most frequently requested feature. While translations do seem easy, we first had to refactor the majority of our in-game communication to support a quick switch between different languages. Finally, such system is ready and, from today, INSIDIA will also be available in Italian!

While it was natural for us to add Italian as our first translation, now that we have a solid system other languages will come sooner than you may think!

The Citrine Brigade





If you are among those who joined our competitive scene on FaceIT, we have good news for you! If not, you should register on our FaceIT Hub and jump into the fray right now, for there are many new prizes to be won!

From today you can use the FaceIT Points you’ll earn from tournaments to buy 4 new themed skins, the fabulous Citrine Brigade, and 2 new avatars!

UI


Keybindings can now be customized!

FIX


Cloud saves are now working properly

RELEASE DAY: The Wastelands await!


Greetings, Wastelanders! Today is a very special day, for INSIDIA leaves Early Access and hits full release! Of course, the official launch of the game brings great news: INSIDIA is now featured on FACEIT, many new skins can be obtained and... there is a surprise for you on Kickstarter!

A message in a bottle



Winter kept us warm

After working on INSIDIA for so many months, it’s not easy to find the correct words to announce its official release. There are so many things, so many stories, so many feelings that we’d love to write down today and it seems impossible to fit them all into a single post. There will be time enough for that later, probably. For now, we feel there are just two words we ought to share:

THANK YOU.


Prove your worth on FACEIT



A burnished throne

Starting from today, INSIDIA will feature regular tournaments on FACEIT, the leading platform for online competitions with nearly 10 million users, with challenges suited to every level of players and awesome prizes for those who will be able to rise among all others!

You can follow BadSeed on FACEIT at our official organizer page, where you can register to the launch tournaments or join the official game hub.

Miniatures from the Wastelands



These fragments we have shored against our ruins

To celebrate INSIDIA’s official launch we’ve started a Kickstarter campaign to print 3D miniatures of our most iconic champions!

INSIDIA has its roots in our love for board games and wargames, a passion that was a constant inspiration during the whole development process. Buried somewhere in the depths of our studio, it is still possible to find the very first INSIDIA mock-up: a squared sheet of paper crowded with cardboard figures. So, being able to finally bring our champions to the physical world, is for us like going full circle. We hope you’ll love them as much as we do!

Time to be social



Who is the third who walks always beside you?

Three new skins have been added to the game:
  • Purple Stream Infestus
  • Cardinal Tube BAZ III
  • Freezing Bird Jaril

You can unlock them for FREE by following us on our social media! All details here.

During the past 24 weeks we’ve been relatively quiet on the social front, since all our efforts were focused towards improving the game. But those days are gone. We are not in Early Access anymore and it’s time to be loud!

But that’s not all. There is a fourth, very unique skin joining our cosmetic ranks: Influence Overdrive Trauma! We’ll award this skin to the best INSIDIA content creators!

What tomorrow brings



Ahead up the white road

INSIDIA is now officially released, but that doesn’t mean we’ll stop to add content! We already have several new features planned: new champions, a new map, ranked seasons and much more!

Balance



Naima
  • HP reduced to 4, down from 5


Infestus
  • Blight Tendrils’ range reduced to 5, down from 6


Gunther
  • HP increased to 14, up from 11


UI
  • Several typos have been fixed

Weekly Update #23 - STILL ALIVE



Greetings, Wastelanders! The release date is getting closer and It’s time to share with you our final weekly update. Today, two long-awaited features are being added to the game: a matchmaking system and the shop! But don’t worry: we hate pay-to-win games, remember?

The real challenge begins!



From this week, a matchmaking system will be in place to ensure you always find an opponent with a skill level similar to your own! The good old times of stomping newcomers or being horribly defeated by DrJester are finally over!
Of course, to avoid extremely long waiting times, the system will widen the range of opponents you can be matched with as you spend more time in queue.

However, if you want to be sure to find a balanced match, you can choose to activate the strict matchmaking option. While this can considerably increase your queue time, it will provide you with a fair and challenging match no matter what!

We advise you to use this option only after the game is officially released.

The shop opens



Developing games can be an extremely rewarding task, but while you appreciation can sustain our spirit, we also have bills to pay :P

So, well, ladies and gentlemen, our Shop is finally open!

From the shop you can use Keres Crystals or Diamonds, a new currency that can be bought with real money, to unlock skins or new champions. We want to remark that with the new currency you can NOT buy anything that will give you an in-game advantage and that champions will ALWAYS be purchasable using only Keres Crystals, the in-game currency.

We’re (almost) out of beta,
We’re releasing (almost) on time



23 weeks have passed since we started our Early Access. 23 weeks of updates, improvements, reworks, fateful choices and sacrifices to the cruel gods of game development. 23 weeks have passed and now we’re (almost) ready to release the full version of INSIDIA.

Next tuesday, at 10:00 AM CET, we will bring down our servers for some hours, to prepare them for the full launch of the game. At that moment, our Ranked Beta Season will be over and the very top player will find his name forever engraved in our Hall of Fame! When the servers will be back online, all ranks will be reset, and a fresh pre-season will start!

Before moving on, we want to say a huge THANK YOU to our Discord community! We couldn’t have made this game without your help, your passion and your constant support. While everyone of you is special and important for us, we want to express our gratitude to the most active members of the community. So, well, DrJester, Dissolvautr, DaChoir, Megaverage: THANK YOU!

Weekly Update #22 - Twisted Sister



Greetings, Wastelanders! This is a very special week, for Coma the Shadeslinger, our newest champion, joins the battle and the clans of the Black Roads celebrate the day from which they make WAR, not LOVE.

Coma - Champion Overview



Quick and deadly, Coma can dish out powerful chained attacks at middle range. However, to sustain her damage output, the Shadeslinger must carefully choose when to reload her gun, to avoid being caught with an empty barrel.

Coma was born in the Black Roads, among the ranks of the Burning Valves. When her sister, Trauma, was exiled from the clan, the young girl fled towards the Reaping Fields, where she discovered a different way of life. The Shadeslinger devoted herself to bring back some beauty in this wrecked age and to perform mission on behalf of the elusive Aurora Society, a secretive group of free thinkers devoted to build a new future for the people of the Reaping Fields.

Unique feature: Bullets!



Coma uses bullets to fuel her attacks. She spawns with 3 and can hold a maximum of 5. While she can fire her passive skill unlimited time each turn, or have a huge burst of damage using her ultimate, she must keep tracks of how many rounds are in her barrel, for the Shadeslinger won’t be able to attack at all if her gun is empty.

Strengths and Weakness



Coma, with her high movement is perfectly suited to provide advanced zone control and area denial. Her chain attacks, triggered by movement, are also a good counter to some melee fighters, such as Shiryo and Angor. Additionally, with her ultimate, Coma has access to a potentially very high single target damage burst.

However, Coma needs to be carefully placed on the battlefield or she will find a quick and rather painful demise. While fast and powerful, her gun has a less than average area, inferior to all other ranged champion. Also, the Shadeslinger’s health pool is quite low and a melee fighter can swiftly dispose of her, if she has not enough bullets to defend herself.

Abilities



Trigger Happy

Every time an enemy Champion moves in a tile near Coma, she quickly shoots him. This passive can trigger multiple times during each turn as long as Coma has enough bullets.

Reload

Coma reloads some bullets and heals herself.

Barrage

Coma unloads her gun against a single target, dealing damage for each fired bullet.

Make WAR not LOVE



Valentine’s Day draws near and the clans of the Black Roads are ready to celebrate...well, not exactly love, but something equally complicated: war!

During the Make WAR not LOVE festival you can complete special achievements to unlock a unique title and the awesome Heartbreaker Coma skin!

Are you wondering why our octane-crazed punks should celebrate Valentine’s Day? Keep reading to find it out!

Tonight, drums echoes likes thunders and propane-fuelled flames burn bright against the darkness, as the occasional explosion signals the time for happiness and revelry. Tonight, screams of joy and cries of pain resonate together when knives are drawn for a cheerful killing spree. Tonight, the marauding clans of the Black Roads celebrate the day in which their merry life style of pillage and plunder was saved from the most insidious enemy: love.

It all happened one hundred years ago. The fearsome Propain, warleader of the Bleeding Hearts, had just proven, through an extensive application of maim and murder, his superiority over all other clans. Everyone was expecting, under his rule, a jolly future of ravaging devastation. But then, tragedy struck. Propain fell in love. Intoxicated by that nefarious disease, the warleader forced his warriors to change their lives. He forbade any new raid and used the dissidents as slaves to grow flowers and to write nonsensical cards about happiness and joy. Those who refused, along with those charged of forgetting the date of a birthday or an anniversary, were sentenced to an excruciating painful death. The once respected flag of the Red Heart became a dreadful symbol of oppression.
This tirrany went on for several months, until an unknown hero, with a single, great deed, was able to turn the tides of history. One night, with his crossbow he shoot a flaming arrow against the great banner of the red Bleeding Heart, burning it to the ground. That was enough to give the fierce warriors of the Black Roads enough pride to start a rebellion.

From that night, every year, the Clans celebrate the demise of love and the hated Red Heart. From that night, every year, arrows are fired and hearts are burned, songs are sung and innocent are killed. From that night, in the Black Roads, they make war not love.



PATCH NOTES



Daily Quests
Common basic quests no longer require to win games in order to be completed
Quests that are impossible to complete with your currently owned heroes will no longer appear

Weekly Update #21 - When good friends go to war



Greetings, Wastelanders! This week we have a feature you were asking for since… well, a long time: a friend list and friendly matches!

Night will fall and the dark will rise



So, after perhaps too many weeks, you finally have a friend list and the chance to annihilate your buddies in a friendly matches. The system is still a work in progress and will be improved before the release. At the moment, it reads your friend list from Steam and let you invite your friends for a friendly duel. While friendly matches are amazing, they DON’T give you credits for ranks, quests or achievements.


Friendship shines and true love lies



Before the official release of the game, we’ll develop more features for our friend list, for example a system to quickly add people you played against, watch their matches as a spectator or invite whoever still doesn’t have INSIDIA installed to join the fray in the wastelands!

Show your friends how to rule the post-apocalyptic world!

Weekly Update #20 - The Ruins of Zaicarse


Greetings, Wastelanders! This week our efforts have been focused on readability and clarity. We’re proud to present you a completely rehauled game map and a brand new tooltip system!

At the edge of the Forbidden City


Four hundreds years ago, before the unleashed Keres ravaged the land, Zaicarse was the center of the known world, a jewel of knowledge and prosperity, a golden cage of unparalleled beauty. Now, the city is an inaccessible maze of tangled iron and twisted horrors. And yet, while the inner circles of lost Zaicarse are out of reach, in the outskirts of the once great city the battle rages on, for the Age of Insidia has begun, and many want to claim the treasures buried beneath the sands.

The game map has been almost completely redesigned. While this was done mainly to adjust it to the gameplay changes introduced with Update #17 and to improve the general readability, we’ve taken the occasion to rework nearly all graphic elements.

Good maps are not only engaging battleground ready to host a clash of champions. Good maps must tell a story, they must convey the mood of a living, breathing world. While our old field of battle did a good job picturing the post-apocalyptic wasteland, it was a bit too generic. Now everything has changed. From under the brown sands, ruins of the old fable city emerge, with their unique style and personality. They are grand, ancient, they do possess a beauty and a grace long lost now. At the same time, the central cannon has been infused with Keres technology. Now it truly is a relic of the ancient age of Concordia, ready to be claimed. As a final touch, on the background, the twisted center of the Forbidden City can be observed, a lurking, dark presence against a blue, indifferent sky.

While we wanted to give more context to our map, it was also a necessity: new battlegrounds are coming in the future and we want them to be as diverse and as unique as possible.

Keres-tech destruction



With its new graphic design, our beloved, gate-crushing cannon also received some new gameplay functionalities. It will now do a better job in showing which team is taking control, if the capture progress has been stopped by an enemy champion contesting or how many turns are left before the cannon will be ready to fire once again.

Tooltips, tooltips everywhere!



The release date is getting near and we must be ready to welcome new players. For that reason, we’ve added a full fledged tooltip system to the game. Now you can mouseover on most map elements and on both your and your opponent’s champions to have detailed informations about them! This system also comes with a pretty amazing highlight.

Patch Notes



The default performance settings on low-end machines has been lowered. This should fix some freeze issues.

Balance



Trauma
  • Rage of the Wastelands No longer roots.


Jaril
  • Fungal Eruption Energy cost reduced to 20, down from 30.

Weekly Update #19 - Penguin Tactical Warheads



Greetings, Wastelanders! This week the scorched borders of our post-apocalyptic lands spread even further, for INSIDIA now runs on Steam OS and Ubuntu!

PENGUINS ARE COMING!



Finally, after months of trials, errors and sacrifices to the cruel gods of game development, INSIDIA will run on Ubuntu and SteamOS! If you’re among the most valiant heroes of this wrecked age, you can also try it on other distros, such as Debian or Mint, but we can not guarantee for you safety as the game could crash and, most likely, explode. Literally. As usual, if you do incur in any issue, we’d kindly ask to report it either on the Steam forum or on our Discord channel and we’ll fix it as soon as possible!

BREAKING NEWS FROM THE APOCALYPSE



Starting today, along with the replay of your previous ten games, you will be able to watch the last matches played by Wastelanders worldwide! Carefully observe your foe to learn new tricks, spot their weaknesses and use your new knowledge to climb the ladder! Do you have what it takes to defeat the notorious supervillain sitting at rank 1?

In addition, all replays are getting many new features such as slow, pause, fast forward, VR, astral projection and quantum computing.

*Some features may be only theoretically possible or totally made up.

NEW PLAYER EXPERIENCE


  • In order to give new players the chance to quickly purchase their first champion, we’ve dramatically increased the reward for Enter the Wastelands - Part I. It now gives 10.000 Keres Crystals!. Accordingly, the rewards for Part II and Part III have been lowered.
  • Nearly all champion experience gains have been increased by approx 20%


BALANCE



Angor
  • Stampede Damage reduced to 2, down from 4


CONNECTION


  • The waiting time for silent reconnections has been increased. This will prevent disconnection notifications while playing against the AI


MISC


  • Various quality of life fixes have been deployed.



Weekly Update #18 - The Eye of the Beholder



Hey, Wastelanders! Have you ever dreamed of going back in time? Well, you can’t, of course, BUT with this weekly update you can watch the replays of your matches! Enjoy your epic wins! Learn from your losses (they will make you stronger)!

REPLAYS ARE HERE



Now you got the chance to replay your Insidia matches you played during the last 24 hours. This is our first version of this replay system and we’ll update it during the next weeks, adding more features and the possibility to watch the highest rank players’ replays too. Watch how the best Wastelanders out there play and win to improve your strategy!

NUMBERS, LOVELY NUMBERS



With this update, we’ll also start adding the stats. This is another feature we’ll tweak in the next days. For now, you’ll have a recap for the last 10 matches played during the last week.

PATCH NOTES



This week we continue our tuning to adjust all champion to the changes introduced with Update #17. Specifically, we’ve concentrated our effort on the melee heroes, updating their kit and their stats to let them be on par with ranged and spellcasters, while also assigning to each one a different niche.

BALANCE



Shiryo

Shiryo is an highly mobile assassin that needs some turns to build up the potential to one shot threats. While he can teleport to the backline in order to dispatch a priority target, that will leave him defenseless for a couple of turns, while he builds up his spirit shields. Considering this tradeoff, and the potential counterplay, we’ve reduced his ultimate’s cost. This came with a slight reduction in damage: now The Spirit Blade can, at maximum charge, one shot any caster, but only (severely) injury other melees.
  • Movement Base movement increased to 4-6, up from 3-5.
  • Yurei’s Vengeange Energy cost reduced to 20, down from 30. Base damage reduced to 2, down from 3. Stun effect removed. Additional Spirits consumed no longer increase this ability range.


Angor

Angor’s role is to be a backline harasser. For this reason, the Eternal Hunger is getting back some movement speed. In addition, we’ve increased its damage output, but removed its on-demand stun to leave him vulnerable to anti-melee heroes such as Trauma.
  • Movement Increased to 5-7, up from 4-6.
  • Bash Damage increased to 3, up from 2. Stun effect removed.
  • Stampede Range increased to 4. Damage increased to 4.


Trauma

No changes were made to Trauma this week. While the Fury of the Wastelands lacks movement or gap closers to reach the enemy backline, her passive (along with the removal of Angor’s stun) and her PBAOE attacks make her the perfect counter to other melee heroes.

Gunther
  • Movement Increased to 3-5, up from 3-4.
  • Gravitation Beam Range decreased to 4, down from 5.


Infestus
  • Blight Tendrils Range increased to 6, up from 5.


Archaios
  • Movement Reduced to 3-5, down from 4-6.

Weekly Update #17 - Wastelands Evolved



Ch-ch-ch-ch-Changes! This week’s update increases the pace of the game, reduces the size of the map and… a lot of other things. Keep on reading!

Improved Gameplay



With this update, we’ve modified several core gameplay features. Our aim is to provide a faster and more engaging experience without sacrificing the tactical depth we all love and enjoy. To reach this goal, we’ve tried to reduce the amount of “dead” turns in a match and to get rid of some rules that were good on papers, but never managed to deliver satisfying strategic choices during the actual gameplay.
Here is a quick overview of the changes:
  • Map: Size has been considerably reduced
  • Power Cores: They are now ground objects.
  • Respawn: Champions can now be respawned only on Teleport Beacons (the former Deploy Beacons). Which power core takes damage is no longer tied to distance but to a fixed order.
  • Main Cannon: It now fires all shots immediately after being capped, then it goes dormant for 3 turns.
  • UI: During the resolution phase, characters now declare their action with an in-game icon


Wastelands 2.0



PLEASE NOTE: On the live servers you will see a placeholder version of the new map, with temporary graphics. While we did enjoy the new gameplay feeling it provides, we want to hear feedback from the community before committing to a full graphic rework.

Our game map has been nearly untouched for several months and was in dire need of a nice rehaul. By analysing the movement patterns done by players across hundreds of matches, we noticed there were several completely useless tiles and a least a couple of nearly-impossible to reach zones. Also, it could take a painfully long amount of turns to reposition after a bad engage. For these reason, we’ve reduced the size of the map and made all corners more easily accessible.
Also, a reduced map size will allow us to move the camera a bit closer to the battlefield, resulting in improved clarity.

Power Cores and Respawn



Both Power Cores and Respawn rules have been slightly reworked. This was done not only to address gameplay issues in the current map, but to give us more flexibility while designing new ones. (Yes, another map is already in development)

First of all, Power Cores are no longer towers, but ground elements. This is mostly a graphic change, since those three pillars were making the base zones look very crowded and confusing.

Speaking of actual gameplay, we’ve removed the link between a respawn location and a specific power core. Now, when you respawn, regardless of the position, your power cores will take damage in a fixed order (the same the cannon follows). While on paper it sounded nice to have the ability to choose which power core to damage, in actual gameplay it always translated in an optimal choice over others that were obviously less efficient. Those kind of choices do not really add any depth to the gameplay and are, most of the times, an unnecessary complication.

Also, this used to unnecessarily increase matches duration, especially when there was a stalemate on the central objective. With today’s changes, after 3 kills the first gate will always fall, thus leading to a more rapid shift in the flow of battle and opening up new viables “guerrilla” strategies.

For those concerned this will reduce the importance of capturing the Main Cannon, we believe this won’t be the case. First of all, capturing the cannon is always the most efficient way to damage the enemy power cores and ignoring it will result in a quick demise. In addition, the mere existence of the Main Cannon forces you to leave your base and to avoid turtling strategies.
Along with this changes, we’ve modified the tiles where it is possible to actually respawn a champion and unified them with the Deploy Beacons, under the new name of Teleport Beacons.

In other words, is now possible to respawn at a much advanced location than before. This will make comebacks and last-minute contests over the Main Cannon much more easier and, most importantly, avoid those “dead” positioning turns we spoke of earlier on.
Also, the possibility to respawn champions directly into the fight will dramatically increase the gameplay rhythm.

Of course, those Teleport Beacons will ALWAYS be available, regardless of how many power cores have been destroyed. Naturally, this does not apply if all power cores are down.
To avoid trivializing champion’s deaths, we’ve increased the respawn timer to 3 turns.
Along with DRAMATICALLY increasing the pace of the game, this change allows us much more freedom when designing new maps.

Main Cannon



The Main Cannon received a minor rework. Now it fires all its shots as soon as it is captured (after the usual 3 turns) and then goes dormant for 3 more turns. Our aim, besides speeding up the game and avoiding the situation where the attacking player has no other valid option than wait for something to happen, is to give a general behaviour to all our objectives, a much needed feature considering we’re going to add new mechanics in the upcoming maps. We want all this different objectives on different maps to DO different things, but to work in the same basic way: you cap them for X turn, they activate and do their special mechanic, then they go off for some more turns.

Clarity



Our quest for clarity if, of course, not over. We’ve added nice in-game icons. Also, we’ve redesigned champions’ health bars and numbers.

Balance



Naima
  • Overwatch: Range and width reduced to a 3x6 rectangle.
  • Pin Down: Range reduced to 6, down from 7


Shiryo
  • Movement: Base movement reduced to 3-5, down from 3-6
  • Yurei’s Vengeance: Range reduced to 4, down from 7. Additionally, the range is no longer increased by the number of spirits consumed.


Infestus
  • Movement: Reduced to 3-5, down from 4-6
  • Blight Tendrils: Range reduced to 5, down from 6


Gunther
  • HP: Reduced to 11, down from 13
  • Movement: Reduced to 3-4, down from 3-5
  • Stone Warden: Damage reduced to 1, down from 2
  • Gravitation Beam: Range reduced to 4, down from 5


Jaril
  • Spore Cloud: Range reduced to 5, down from 6


Angor
  • HP: Reduced to 7, down from 9
  • Movement: Reduced to 4-6, down from 5-8


Archaios
  • HP: Reduced to 4, down from 5
  • Movement: Reduced to 4-6, down from 4-8
  • Energy Link: It now heals when applied
  • Overload: Damage increased to 2-4, up from 1-3. Using Overload will break the current Energy Link.
  • Protocol Keres: Using Protocol Keres will break the current Energy Link