Compara los precios de Intake en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Cipher Prime Studios. Publicado por Cipher Prime Studios. Lanzado el 6/11/2013. Disponible en PC. Géneros: Action, Indie.

A score-chaser for people who like their reflexes tested and their retinas scorched. Cipher Prime's neon pill-shooter is tiny, loud, and quietly brilliant.

I have a soft spot for the games that show up in a Humble Bundle, get overlooked in a sea of bigger names, and quietly carve a groove into your muscle memory before you realize what happened. Intake is exactly that game. Cipher Prime, a small Philadelphia studio known for meditative puzzle titles like Auditorium and Splice, took a sharp left turn here and built something that genuinely rewards repetition in the way only the best arcade games do. The premise strips everything down to its barest skeleton. Pills fall from the top of a narrow vertical screen. You have a crosshair and you snap it left and right, matching its color to the color of each falling pill before shooting. Get the color wrong and your combo breaks. Let too many pills reach the bottom and it is game over, framed as an overdose. Two colors per level, escalating speed, and a combo multiplier that turns every session into a conversation between your patience and your panic. The Acceleration, Minefield, Reaction, and Flood challenge modes each twist that formula just enough to keep the skill ceiling from feeling low. Vitamins scattered across levels can be traded for upgrades mid-run, and if you play well enough the game even lets you convert it into something closer to a traditional SHMUP. Over seventy achievements are built in too, and unlike most achievement lists these are genuinely designed to teach you the game's deeper mechanics. What elevates Intake above its own minimalism is how the soundtrack and visuals behave together. The music shifts in response to your performance. Build a long combo and the track escalates, a crowd bleeds into the audio mix, cheering you on. Break the combo and the silence hits harder than the wipeout itself. The neon palette is relentless but legible, pills exploding into fragments that scatter satisfyingly across the screen without obscuring what is still falling toward you. Cipher Prime recommended headphones from the start and they were right. This is a game that is genuinely different with and without good audio. That said, Intake is not a game without friction. The soundtrack is small, with only a handful of tracks available, and the difficulty ramps steeply enough that some players will hit a wall before the game's best moments unlock. There is no granular difficulty selector, no stage select. You either push through or you do not. For a game that is best played in short, sharp bursts, that linear gating can feel frustrating if a run ends badly at a moment when your wrists are already tired. Colorblind modes for deuteranopia, protanopia, and tritanopia are a thoughtful inclusion, especially for a game so dependent on color distinction. The honest pitch is this: Intake knows exactly what kind of game it wants to be, and it builds every system around that identity. It is not long. It is not deep in the narrative sense. But it has that quality where you will finish a run, lose immediately on the next one, and find yourself starting again without quite deciding to. For arcade purists and score-chasers, that loop is the whole point. Kai, Scout Team

Intake

Intake

6 nov 2013Cipher Prime Studios
GamerScout opina

A score-chaser for people who like their reflexes tested and their retinas scorched. Cipher Prime's neon pill-shooter is tiny, loud, and quietly brilliant.

PC
Steam Deck PlayableProtonDB Gold
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€0.00
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Mínimo histórico: €1.16

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I have a soft spot for the games that show up in a Humble Bundle, get overlooked in a sea of bigger names, and quietly carve a groove into your muscle memory before you realize what happened. Intake is exactly that game. Cipher Prime, a small Philadelphia studio known for meditative puzzle titles like Auditorium and Splice, took a sharp left turn here and built something that genuinely rewards repetition in the way only the best arcade games do. The premise strips everything down to its barest skeleton. Pills fall from the top of a narrow vertical screen. You have a crosshair and you snap it left and right, matching its color to the color of each falling pill before shooting. Get the color wrong and your combo breaks. Let too many pills reach the bottom and it is game over, framed as an overdose. Two colors per level, escalating speed, and a combo multiplier that turns every session into a conversation between your patience and your panic. The Acceleration, Minefield, Reaction, and Flood challenge modes each twist that formula just enough to keep the skill ceiling from feeling low. Vitamins scattered across levels can be traded for upgrades mid-run, and if you play well enough the game even lets you convert it into something closer to a traditional SHMUP. Over seventy achievements are built in too, and unlike most achievement lists these are genuinely designed to teach you the game's deeper mechanics. What elevates Intake above its own minimalism is how the soundtrack and visuals behave together. The music shifts in response to your performance. Build a long combo and the track escalates, a crowd bleeds into the audio mix, cheering you on. Break the combo and the silence hits harder than the wipeout itself. The neon palette is relentless but legible, pills exploding into fragments that scatter satisfyingly across the screen without obscuring what is still falling toward you. Cipher Prime recommended headphones from the start and they were right. This is a game that is genuinely different with and without good audio. That said, Intake is not a game without friction. The soundtrack is small, with only a handful of tracks available, and the difficulty ramps steeply enough that some players will hit a wall before the game's best moments unlock. There is no granular difficulty selector, no stage select. You either push through or you do not. For a game that is best played in short, sharp bursts, that linear gating can feel frustrating if a run ends badly at a moment when your wrists are already tired. Colorblind modes for deuteranopia, protanopia, and tritanopia are a thoughtful inclusion, especially for a game so dependent on color distinction. The honest pitch is this: Intake knows exactly what kind of game it wants to be, and it builds every system around that identity. It is not long. It is not deep in the narrative sense. But it has that quality where you will finish a run, lose immediately on the next one, and find yourself starting again without quite deciding to. For arcade purists and score-chasers, that loop is the whole point.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscloud-savestier:sub-5Score AttackColor-Matching MechanicsReactive SoundtrackReflex ShooterChallenge ModesArcade MinimalismVitamin UpgradesSHMUP-HybridColorblind Support

Requisitos del sistema

Mínimos

OS
Windows XP or Later
Memory
2 GB RAM
Storage
450 MB available space
Graphics
Nvidia 8600M or better
Processor
2.2 GHZ Intel Core 2 Duo

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Información del juego

Desarrolladora
Cipher Prime Studios
Distribuidora
Cipher Prime Studios
Fecha de lanzamiento
6 nov 2013

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¿En qué plataformas está disponible Intake?

Intake está disponible en PC.

¿Cuándo se lanzó Intake?

Intake se lanzó el 6 de noviembre de 2013.

¿Quién desarrolló Intake?

Intake fue desarrollado por Cipher Prime Studios.