Shepherd Cell

Shepherd Cell

The cell you control directly. It's crowned in gold — the only cell in your colony that wears one. Move it with touch or keyboard.

The Shepherd Cell can never be destroyed or removed from the colony, even if it turns sick or faulty. Its health visuals change to reflect its state, but it stays alive no matter what.

ColorGreen
CrownGold — unique to Shepherd
InvincibleYes — cannot be removed
DNA Rate+0.02 per sec

Colony Cell

Colony Cell

Every cell that splits from your Shepherd Cell becomes a colony cell. They generate DNA passively — the more you have, the faster you earn. Colony cells split automatically on a timer, consuming glucose and oxygen.

Colony cells can be sick, faulty, or healthy. They die when faulty health reaches zero and are removed from the colony. Game over triggers when all colony cells are gone after the colony previously grew past 1.

DNA Rate+0.02 per cell / sec
Split Interval30 s base, +30 s each split
Split Cost1 glucose + 6 oxygen
Colony Cap2,048 cells

Sick Cell

Sick Cell

A cell turns sick (yellow-amber glow) when a faulty cell is within 2 units of it. Sickness is not immediately fatal — it's a warning that you need to react. T-Cells will eventually target sick cells if no higher-priority threats exist.

After 60 continuous seconds of exposure the sick cell rolls a 50/50: it either turns fully faulty, or recovers. If the nearby faulty cell dies or moves away, the sick timer drains at half speed and the cell slowly heals.

ColorYellow
Infection Radius2.0 units
Time to Convert60 s (120 s with Resistance)
Convert Chance50% faulty / 50% recover
Recovery Rate0.5 / sec when safe

Faulty Cell

Faulty Cell

40% of all newly split cells are born faulty. They glow orange and pulse with an urgent warning. A faulty cell cannot recover — it will die in 120 seconds, but not before spreading disease.

After a 20-second warmup the faulty cell begins infecting healthy cells within 2 units, turning them sick. If you're not careful, a single faulty cell can trigger a cascade that wipes out your entire colony.

ColorOrange pulse
Born Faulty40% of new cells
Lifespan120 seconds
Spread Warmup20 s before spreading
Infection Radius2.0 units

Neutral Cell

Neutral Cell

Neutral cells are passive organisms that wander the world with slow, smooth random movement. They are not hostile — they won't chase you, attack your colony, or spread disease. They simply drift.

To capture one, move your Shepherd Cell close enough that it enters your capture ring and hold contact for 5 continuous seconds. A progress indicator appears during conversion. Break contact and the timer resets. On success the cell joins your colony and awards DNA.

ColorWhite
Capture RingcellRadius × 3
Hold Time5 continuous seconds
DNA Reward20 DNA per capture
World Count15 active at a time

T-Cell

T-Cell

T-Cells are blue hunter cells you create manually — each costs 10 DNA and sacrifices 1 nearby colony cell. They carry a visible shield ring and autonomously hunt threats in priority order: tagged pathogens first, then virally infected cells, then faulty cells, then sick cells. When idle they follow your Shepherd Cell.

With the T-Cell Permeation talent (Tier 2), T-Cells pass through the rest of your colony instead of being blocked by cell separation physics — allowing them to reach targets faster.

ColorBlue
Cost10 DNA + 1 cell sacrifice
Chase Speed1.8 units / sec
ImmuneCannot be infected

Antibody

Antibody

Antibodies are hot-pink research cells you create manually — each costs 50 DNA and sacrifices 3 nearby colony cells. They seek out active pathogens and spend time studying them, learning their signature.

Once an antibody has learned a virus type it permanently switches to marking mode: it stays close to that pathogen and flags it as a T-Cell target. Tagged pathogens are hunted first by every T-Cell in your colony. The Rapid Antibody Research talent halves learn time from 120 s to 60 s.

ColorHot pink pulse
Cost50 DNA + 3 cell sacrifices
Learn Time120 s (60 s with Rapid Antibody)
Detection Radius39 units
ImmuneCannot be infected

Stem Cell

Stem Cell

Stem cells are bright-green growth accelerators you create manually — each costs 30 DNA and sacrifices 2 nearby colony cells. They split twice as fast as normal colony cells (every 15 s instead of 30 s).

Every colony cell within 3× the stem cell's radius splits 30% faster while the stem cell is nearby. Stack multiple stem cells to dramatically accelerate colony growth in a concentrated area.

ColorGreen pulse
Cost30 DNA + 2 cell sacrifices
Split Interval15 s (vs 30 s normal)
Aura Boost30% faster splits within 3× radius
ImmuneCannot be infected

Red Blood Cell

Red Blood Cell

Red blood cells are flat biconcave disc-shaped collectors you create manually — each upgrade costs 10 DNA, sacrifices 1 colony cell, and spawns 2 RBCs at once. They autonomously seek out and collect glucose and oxygen debris scattered around the world.

Oxygen is the primary resource for cell splitting. Without a steady supply of RBCs collecting debris, your colony's split rate will stall. Keep a healthy fleet of them running to sustain growth.

ColorCrimson pulse
Cost10 DNA + 1 cell (spawns 2)
CollectsGlucose & oxygen debris
Move Speed1.4 units / sec
Max per Colony512 RBCs

Splitting & Talent Tree

Colony cells split automatically on a timer. The base interval is 30 seconds, but each subsequent split from the same cell adds another 30 seconds — so growth is fast early and slows over time. Each split costs 1 glucose and 6 oxygen, and rewards 1 DNA. Stem cells cut this interval to 15 seconds and boost nearby cells.

Spend DNA on permanent passive upgrades once your colony is established:

Tier 1

Cellular Resistance

Sick-to-faulty conversion time doubles — 60 s becomes 120 s. Buys critical reaction time during outbreaks.

50 DNA · Req: 20 cells
Tier 2

T-Cell Permeation

T-Cells pass through the colony instead of being blocked by cell separation — reach targets faster.

80 DNA · Req: T1
Tier 2

Rapid Antibody Research

Antibody learn time halved — antibodies identify and tag new virus types in 60 s instead of 120 s.

80 DNA · Req: T1
Base Split30 s, +30 s per split
Split Reward+1 DNA
Colony Cap2,048 cells