
Steam news
Full Steam announcements and update articles for this title.
After spending some time reading your feedback on the Roguelike update (Ascension), I’ve decided to remove the Steam achievements that were added with it.
The intention behind this update was to add optional content and increase the overall value of the game. The Roguelike Mode was meant as an additional way to play, and the achievements were introduced to complement that experience.
The response to this change has been more negative than I expected. I genuinely thought this would be a positive addition to the game, so seeing how it was received has been disappointing.
I’m also aware that some players already invested time into unlocking these achievements, and a few reached out asking for help with them. I know that removing them after that effort is frustrating, and I’m sorry for the inconvenience this causes.
Even if it’s not an easy decision, I believe removing these achievements is the right move for the game going forward. The Roguelike Mode itself will remain unchanged for now.
Thanks to everyone who took the time to share feedback.
Added Danish localization
Added Swedish localization
Added Dutch localization
Back To Full (Roguelike Mode) now requires Safety Bubble as a prerequisite
Some leaderboard times may appear unusually fast due to some upgrades issues in version 1.0.
These issues have been addressed in previous updates, and future runs should now reflect more accurate times.
Leaderboards have been reset to provide a fresh start for everyone.
Performance improvements in Ascension Mode
Minor bug fixes
Minor balance adjustments
Stage 3 became significantly harder to complete after the Roguelike Mode changes. This issue has now been addressed.
Stage 3 basic parasite movement speed has been reduced back to its intended value.
Fixed a bug where a Swarm sound would be triggered when starting a run or upon entering the Upgrades menu.
Fixed the missing Fragile Veins upgrade. You can now complete the Full Genome achievement.
Added a minimum spawn delay to Cherry Blossom to prevent it from being instantly destroyed by Lightning Strike when respawning.
Rebalanced several minor upgrades.
The Full Genome achievement now unlocks as soon as you obtain the last upgrade; you no longer need to win a run.
Increased the size of the language dropdown menu to make it easier to use.
Don't forget to restart your Steam client to update the game.
Three weeks after launch, we're releasing the first major content update.
Our focus since release has been simple: expand the game with new ways to play while continuing to improve the overall experience based on your feedback.
Today, we're introducing a brand-new Roguelike Mode, a rework of Stage 4's Gate mechanic, 12 new achievements, gameplay improvements, and more.
Defend your virus against endless parasite waves, build powerful combinations through random upgrades, and survive long enough to defeat the final boss of each difficulty.
As you progress, you'll unlock additional upgrades that can appear in future runs, allowing for increasingly powerful and diverse builds.
3 difficulty levels:
Normal
Hard
Nightmare
Dedicated leaderboard for each difficulty
New unlockable upgrades
Save your run at any time
Fully separate progression from the main campaign
The new mode adds several additional hours of gameplay and offers a completely different experience from the campaign.
We've added 12 new achievements, all focused on the Roguelike Mode.
Whether you're aiming for 100% completion or simply looking for new challenges, there are plenty of new goals to pursue.
One of the most common pieces of feedback we received concerned Stage 4 and its Gate mechanic.
We've completely redesigned how Gates are created.
Two specific Veins had to be destroyed to create a Gate.
Destroying a Vein automatically creates a Gate connected to the previously destroyed Vein.
The mechanic is now much smoother and easier to use while keeping the strategic decision-making intact.
Stage 4 has also been rebalanced around this new system.
Remaining biomass is now automatically collected at the end of each round.
Soldiers now deploy more effectively around the Core and make better targeting decisions.
Workers now wander around when no biomass is available.
Parasites now briefly pause before attacking the Core or Minicores after reaching them.
Reduced Overfed upgrade volume
Reduced Swarm Wave volume
Increased Cursor Miss volume
Fixed Continue button highlighting in the Upgrade screen
Fixed an issue where the Continue button could sometimes fail to appear in the main menu
Updated several upgrade icons
Renamed Overflowing Veins to Overflowing Veins II
Thank you to everyone who has played, shared feedback, reported issues, and suggested improvements since launch.
We're excited to continue expanding the game, and this is only the beginning.
See you on the Roguelike leaderboards.
Antoine & Luc
Hey everyone,
It’s been 2 days since launch, and the support for DO NOT FEED THE VIRUS has honestly been amazing. Thank you to everyone playing, streaming, sharing clips, reporting bugs, and leaving reviews.
We’ve also seen the feedback about the game length and amount of content. Well, we hear you, and we’re already working on it.
We’re now preparing a big update focused on replayability.
The first bonus game mode: ASCENSION.
This mode will add randomized upgrade choices, and more content overall. Instead of the skill tree, you will have to choose your upgrades wisely to finish this mode. It will emphasize the tower defense aspect of the game, but I will not spoil the rest.
Oh, and there will be multiple difficulties.
Here’s a small prototype preview:
We want to support the game actively so that you can replay it past the main campaign.
If you’re enjoying the game, leaving a positive review helps us a lot and really supports future updates.
Thanks again for the huge support these past 2 days.
Antoine & Luc
After months of development, balancing, polishing, and bug fixing… here it is!!
What the game contains:
5 unique stages (demo was the first one)
165+ upgrades
Allied units to develop your colony
New mechanics every stage
23 Steam achievements
Our goal with DO NOT FEED THE VIRUS was to create a short incremental game that respects your time. We wanted progression to feel fast, satisfying, and constantly rewarding, without unnecessary grinding or filler. A lot of care also went into making upgrades feel meaningful and keeping the experience as polished and smooth as possible from beginning to end.
We also released a Supporter Pack if you want to support the game further. It includes exclusive cursor skins and a special in-game badge as a small thank you for helping us.
Nothing that will help you feed the virus tho.
Buying the Supporter Pack will also directly help fund an extremely important part of development: cat (& dog) food for our studio supervisors.
If you enjoy the game, leaving a Steam review really helps us more than you might think. As a small indie team, reaching our first 50 reviews would make a huge difference for visibility and help more people discover the game.
Thank you to everyone who wishlisted, played the demo, or simply followed the project along the way ❤️
Antoine & Luc
It’s been incredible seeing so many YouTubers play the game already, including RCE, Blitz, Idle Cub, GrayStillPlays, and ImCade. Watching people experience the game for the first time has honestly felt surreal for our tiny 2-person studio.
Good news, we also wanted to mention that the game is currently playable on Steam Deck. Sadly, we don’t personally own a Steam Deck yet, so we haven’t been able to fully test and verify everything ourselves; if you try it there, we’d really love to hear how it runs and what could be improved.
We’ll also be launching with 23 Steam achievements for players who want to fully complete the game,
Thanks again to everyone who wishlisted the game, played the demo, shared feedback, or simply followed development along the way. It genuinely helped us get here.
If you haven’t wishlisted yet, now’s the time: Launch is on May 14.
Release time will be 5 PM GMT+2.
🇫🇷 France / 🇩🇪 Germany — 17:00 🇬🇧 UK — 16:00 🇺🇸 New York — 11:00 AM 🇺🇸 Los Angeles — 8:00 AM 🇯🇵 Tokyo — 00:00 (May 15) 🇦🇺 Sydney — 01:00 AM (May 15)
And if you want to hang out with us, share feedback or report bugs, join our Discord below ❤️
Only 2 weeks before the release of DO NOT FEED THE VIRUS!! (Reminder: May 14th)
We can't wait to show you the full game we've been cooking.
We're now adjusting the final details, fixing minor things, and making sure you have a flawless experience at launch. Again, a big THANK YOU to our playtesters that made this game easier to develop and balance.
Btw, we also went back and fully redrew the main illustration:
See you at launch! (Or maybe before, who knows).
DO NOT FEED THE VIRUS launches on May 14.
Grow, evolve, and lose control of a rapidly expanding system of units and chain reactions.
The full version introduces deeper progression, new mechanics, and more ways to expand the virus.
The game offers around 3–4 hours of gameplay, 150+ upgrades and includes 23 achievements to complete.
At launch, the game will support the following languages:
English
French
German
Spanish
Japanese
Korean
Polish
Portuguese
Russian
Simplified Chinese
Traditional Chinese
Additional languages may be added depending on community interest.
A big thank you to everyone who participated in playtests and completed the playtest survey. Your feedback helped shape the final version of the game.
Wishlist now to be notified when the game releases!
Playtest registrations are now open!
First, a big thank you to everyone who tried the demo during Steam Next Fest. Seeing so many players jump in and enjoy Do Not Feed the Virus has been incredibly motivating.
We’re currently hard at work finishing the full game, and in a few weeks we’ll start a playtest that will include the entire game. If you’d like to be part of it, you can now request access to the playtest on the store page.
Thanks again for the support so far!
Thanks to everyone playing the demo and sending feedback!
Tooltips in the Upgrades menu are now properly centered and no longer go off-screen
Adjusted the cost of some upgrades
Fixed descriptions for several upgrades
Slightly increased the base movement speed of Strikers
Slightly reduced the brightness of upgrades in the upgrade panel
Fixed windowed mode issues on larger screens
Minor bug fixes
We’ll keep improving the demo based on your feedback, thank you for helping us polish the experience!
Check out other active incremental demo: Scrap Protocol
Our co-op action roguelite Umigame is currently at -40%
Thanks again for being part of the journey!
The demo for Do Not Feed The Virus is officially live!
You can jump in right now and play a short, focused slice of the game (around 25–30 minutes. Maybe a bit less if you're very fast).
This demo represents the core loop and the first stage: quick runs, permanent upgrades, and escalating chaos.
If you try it, thank you, and feel free to let us know what works, what doesn’t, and what you’d like to see improved!
Also, don't forget to wishlist the game to be notified when the full game launches!
Hey everyone, We are really happy to finally open the Steam page for DO NOT FEED THE VIRUS. This project started as a small one-week experiment during a game jam, but we saw enough potential in the mechanics to keep pushing it toward a full release.
The game is a mouse-only active incremental where you absorb biomass to feed a core. It is designed to be a condensed, satisfying experience. The final game will be about 3 hours long. We wanted to give you the choice in how you progress:
Active Play: Max out your cursor power to do the heavy lifting yourself.
Colony Automation: Focus on recruiting little creatures to automate the process for you.
A 30-minute demo is already finished. It is currently being tested on Itch to make sure we catch any stability issues before bringing it over here. We want the Steam experience to be as stable as possible for everyone, so we expect to have it live here in about a week.
If you like what you see, feel free to wishlist the game. It really helps us out as we head toward the final release. We look forward to hearing your thoughts on the gameplay and the pacing very soon!
Antoine & Luc
About
This page aggregates Steam news feeds, patch notes, and developer announcements for DO NOT FEED THE VIRUS, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main DO NOT FEED THE VIRUS statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.