Last 7 days
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
Loading from Steam…
Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
Checking other stores…
Loading from Steam…
Live from Steam
Loading reviews from Steam…
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
No changes recorded yet.
No authorized Steam key store lists this game right now.
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Hello everyone.On November 1, I released a new version of IRSEN - Demo v0.54. The previous version was released on September 1, and over these two months, the game has received a large number of changes. In this devblog, I've tried to briefly summarize the mai…
Hello everyone.On August 1, I plan to release a new demo version of IRSEN on Steam. Two months have passed since the previous major update, and during that time hundreds of changes have accumulated across the game. I have collected the most important of them i…
Hello everyone.In today’s devblog, I would like to step away from describing the internal systems of the game for a moment and talk about the visual update I am preparing for the next demo version on Steam.The first versions of the game were built as a vertica…
Hello everyone.Today I'd like to talk about another problem that I think developers of almost every game have to deal with: teaching players how to play. At first glance, the task seems simple enough. Add some hints and tooltips, explain a few interface elemen…
Hello everyone.It's been a while since I last discussed the design of IRSEN's combat systems and the decisions behind them. In one of my earlier devblogs, I explained how the combat system itself works. Today, I'd like to take a closer look at the battlefield,…
Hello everyone.I started developing IRSEN in October 2025. My project has now turned one year old, and in today's devblog, I'd like to take a break from the usual discussions of individual gameplay systems and look at how the game has changed over its first ye…
Hello everyone.In previous devblogs, I covered various gameplay systems in IRSEN in detail: world exploration, combat, character progression, and other mechanics. These articles were accompanied by screenshots and detailed explanations. Now that the major visu…
Hello everyone.In the previous devblog, I talked about replacing the 3D models of the player and enemies. After connecting them, I discovered in the very first battle that simply replacing the meshes and animations would not be enough. The old characters used …
Hello everyone.On September 4, I released another demo build containing all the work done since late July. By that point, the environment, interface, and visual effects in IRSEN had already changed significantly. But the character models were still one of the …
Hello everyone.In the previous devblog, I talked about the rework of the Skill Properties system. Each Property installed on a gene unlocks two Forms for the corresponding skill. These Forms can significantly change the mechanics of the skill and turn it into …
Hello everyone.In one of my previous devblogs, I talked about Skill Properties. These are modifications that can be installed on genes and developed during a run using Gene Substrate. In older versions of the game, they worked in a fairly straightforward way: …
Hello everyone.Today I’d like to talk a bit about character progression in my game. In many RPGs and roguelites, progression is built around several different systems. The most common approach is simple: the player earns experience, and experience gives levels…
Hello everyone.In previous devblogs, I talked in detail about the Genetic Lab system, which allows the player to develop and rebuild the genes they find. The Lab provided access to various operations involving individual genes and gene pairs: stabilization, co…
Hello everyone. In one of my previous devblogs, where I talked about the new demo version, I mentioned that I had reworked the dungeon map generation. Now I want to take a closer look at this particular change: how a new sector is created, from a few connected…
Hello everyone.This week, I released a new version of the demo on Steam, containing mechanics and fixes accumulated over several months. I have already started working on the next gameplay system, which will most likely take more than one week to complete. Eve…
Hello everyone.Today I want to take a closer look at the game’s demo and think about what should remain available there and what should be reserved for the full version. The current IRSEN demo already presents the game’s main systems: genes form chains, chains…
Hello everyone.Today I would like to talk about the character origin system that will be added in the next version, 0.48. In IRSEN, the character does not have a class or any fixed development tree. The character’s current attributes depend on the genes being …
Hello everyone.Today I want to talk about an intermediate layer of the game that exists between dungeon floor runs. This is the Processing Station. Usually in RPG games, the player has some kind of basic hub where they feel at home. It can be a town, for examp…
Hello everyone.Today I want to talk about the gene extraction process in the current version of the game. The first version of loot in the game worked like regular RPG loot. After killing a group of enemies, each defeated enemy had a chance to drop a random ge…