Compare Intake prices across trusted key stores and find the best deal. Developed by Cipher Prime Studios. Published by Cipher Prime Studios. Released on 11/6/2013. Available on PC. Genres: 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

Nov 6, 2013Cipher Prime Studios
GamerScout Says

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
Best Price Available
€0.00
at N/A
Historical low: €1.16

GamerScout Verdict

Best for arcade score-chasers who want a tight, loud reflex game that earns its difficulty the honest way.

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Price History

Historical low
€1.166 Jun 2026
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Screenshots & Media

About Intake

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

Tags

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

System Requirements

Minimum

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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Game Info

Developer
Cipher Prime Studios
Publisher
Cipher Prime Studios
Release Date
Nov 6, 2013

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Frequently asked questions about Intake

How much does Intake cost?

Intake pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Intake available on?

Intake is available on PC.

When was Intake released?

Intake was released on 6 November 2013.

Who developed Intake?

Intake was developed by Cipher Prime Studios.