Bio Inc Redemption: Resource Spawner
Bio Inc Redemption from DryGin Studio is a indie simulation/strategy game. Released to Early Access in 2017 and receiving a full release the next year for PC. Loosely based on medical science Bio Inc the same way Plague Inc did only on an individual patient scale. Players work to save a patient or send them into the light depending on the game mode of Life or Death. Collect resource points and purchase diagnostic tests or inflict new ailments.


There is no narrative or traditional characters, with the game putting the player in the shoes of either diagnostician or the grim reaper depending on which game mode players chose. Every level paints a portrait of a different patient, but I'd hardly call it characterization.
By that same respect the game has no defined setting. Players are presented with their patient in a void and they can switch between views of different biological system; nervous, digestive, skeletal, etc. The interface is very detailed showing symptoms as diseases and the patient's status changes. There’s no linear narrative; instead, each of two campaigns consists of nine self-contained “cases”; mini-stories,



With escalating difficulty and adaptive AI. Players are either orchestrating a patient's demise or racing against time to save them, delivering a compelling tension through medical realism.
The core dual-campaign design - Life versus Death, offer asymmetrical gameplay rarely explored in medical sims. Its realistic. Usually we see the player on one side or the other as a n absolute. Bio Inc instead presents the player with a bevy of diseases, symptoms, medical tests, and treatments. That doesn't include the extras presented from the lifestyles, starter bonuses, and all the systems that reinforce each other to give a holistic strategic experience.



On the Death side of the game the game emphasizes feed back loops. The harder you hit a specific system the more damage you can do. On the inverse side the more you focus on a specific systems the more focused the AI will be with their diagnostics.
Players can pool points and assail a patient with various pains simultaneously, spread out your attacks carefully to disguise the symptoms and throw off the A.I's responses.
Gameplay revolves around resource points; their allocation into diagnosing, treating, and prevention on the Life end and symptoms, diseases, and negative lifestyles effects in the Death side of the game.
While collecting resource points is a solid test of reflexes and fast paced time management the game is strategy based so leveraging combos to counter and overcome the games adaptive AI that requires thoughtful planning across each of the distinct challenges.
While the game is grounded in biomedical logic, it balances realism with accessibility. Bio Inc has been praised for its medical pathology and complex understanding of interconnected medical conditions while staying fundamentally approachable and intuitive.
With multiple difficulty tiers, skill upgrades, and a broad range of strategic options, the game offers high replay value. Players can refine strategies, unlock persistent upgrades, and chase leader boards.
Bio Inc has a wonderful soundtrack, just an excellent set of music tracks for the game. Each of the tracks have this this intensity that bleak and ominous. All the tracks also have this subtle rhythm and instrumentation choice that makes much of the music sound like underlying hospital sound matched to various natural human rhythms (heartbeat, breathing, etc). The remaining SFX add to the ambiance with a range of custom sounds for various changes to the patient's status.
The interface balances complexity with clarity and with the whole system being point driven means the game is primarily UI driven. They use these clean organized menu trees to great effect with everything being every intuitive and provided the information in a digestible way for beginners and a utilitarian way for experienced players.
Navigating body systems and deploying treatments or symptoms is streamlined enough for quick decision-making, yet deep enough to require tactical focus. Visuals are stylized—medical panels, system overlays, glitch effects—that show bodily deterioration graphically when a patient fails. The aesthetic of clinical realism, with the 3D model of the patient(s) are detailed and dynamic and providing eye candy while ratcheting up tension. There are layers for each of the major system of the human body and they all move and flex with the patient. On top of that the game visualizes the level of damage each system has in real time.


Bio Inc Redemption has no DLC or additional content, honestly a nice change of pace for some more modern games that are never "finished". Of the games 41 many are a setup to reward different styles of play, there's an achievement apiece for destroying every patient system (renal, skeletal, etc), additional achievements evolving every disease in a single tree, identify multiple diseases with a single test, ending a round right under the wire with 5% health left or with 5% left to a cure, and a host of other fun achievements.
In terms of improvements the game still runs quite roughly even on above spec hardware especially in the one level that introduces two patients at once.
I would have also liked to have see more customization options, as it stands creating a custom level isn't a very worthwhile endeavor.
Small confession I actually coded the demo for this topic 3 years ago. I lost track of the code and just set aside writing an article. I recently found the random directory I put the code so that's the reason the demo is a little...rudimentary. I didn't have the full project so I was stuck with the screenshots I had from 3 years ago.



The portion of the game I decided to emulate for analysis was the point spawner. The spawner in-game have a few eccentricities. they can be modified by certain perks that effect spawn rate and other vitals statistics of spawning. Thankfully I'm not covering the external factors.
So points spawn on screen real-estate across the eight patient symptoms taking the form of a red blood cell or a bacterium depending on the mode. Clicking on these will allocate a point to the player for them to spend on upgrades.
There are lots of little nuances that make this a more fast paced and strategic aspect of gameplay.
- There is a time element as the forms will start to shrink then disappearing after a few seconds.
- Points close together can be collect with a kind of cursor magnetism.
- There are different grades of forms that give 1-3 points.
- The spawner will occasionally spawn in bursts swarming the player.
GameManager.cs
SpawnerLogic.cs
BloodCell.cs