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Watch trailer on Steam ↗137
Ruby the Shark · Published by Azurnia · Official site ↗
5 user reviews — 100% positive (5 reviews) · 43 achievements
Last updated 9 Oct 2026
You are a brain in a jar at the heart of a living factory. Endure the ultimate test of adaptibility as you face complex monsters and randomized puzzles in this roguelike experience. Can you uncover the mysteries of the Iterator Facility before you succumb to its horrors?
£15.61
£17.95Lowest price we've ever recorded
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Price history
Indie, RPG, Simulation, Strategy, Early Access · 2026 · More £15 - £30 games
Navigate the treacherous corridors of the Iterator Facility as a brain in a jar, solving puzzles and battling monsters in this intense indie RPG. Experience the thrill of discovery and survival in Ruby the Shark's unique early access game.
About this game
Summary
You don't have a name or a body, but your task is simple: run a mysterious underground factory while trying to keep your components and mind intact. When you inevitably fall victim to the various threats encased in the facility, you will soon regain consciousness to find everything you know has changed, meaning you must regain your bearings after each failure.
Gameplay
137 features intricate roguelike-style gameplay including:
Map layout that changes each run, including 12 different regions to explore
Rooms and visual elements that respond dynamically to how you play
Complex threat designs that adapt in real time to your actions
Procedurally generated puzzles that increase in difficulty as a run progresses
Dynamic difficulty that is influenced by the player's actions as much as it affects them
Over 100 unique items to find that can modify the facility's functions
Story
The story of 137 is pieced together from several sources across multiple runs, including:
Achieving several different endings, each one permanently changing aspects of that save file's gameplay
Finding data chips throughout the facility, which can be scanned to read archived experiment logs
Completing a bestiary as you encounter the various threats in the facility, teaching you how to fight them as well as where they come from and what purpose they serve the facility
In-game descriptions tied to each item to showcase how they fit into the world
Audio/visual
Also featuring:
Immersive computer-oriented gameplay that can be navigated with keyboard or mouse
Retro-styled industrial environment that responds in real time to gameplay
Expertly crafted horror ambience with adjustable volume mixer (including muting jumpscares)
Plenty of references to my other characters and works, both released and unreleased (so stay tuned for future releases to see how the Azurnian lore develops!)
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 64-bit processor
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce RTX 2060 SUPER
- Storage: 500 MB available space
- Sound Card: 1 rusty speaker
- VR Support: None
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: 64-bit processor
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce RTX 2060 SUPER
- Storage: 500 MB available space
- Sound Card: 2 working speakers (or a pair of headphones)
- VR Support: None
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
v137.0.9.8 PATCH NOTES
v137.0.9.8 ChangelogHappy October, Azurnians!CONCEPTS-All-Seeing Eye: Number of displayed threats no longer is reset between rounds (hopefully this results in more accurate readings)-Angel Operation Systems: Can now prevent death from more causes, including CSF buildupTHREATS-Finished adjusting threat placement so everyone should hopefully be visible and noticable now!-Endo Leech: Hitbox size has been increased, and builds Familiarity slightly slower-Eyegrowth: Hitbox size has been increased, iframes have been decreased, builds Familiarity much faster-Firebubbler: Builds Familiarity slower-Glass-Eater: Builds Familiarity much slower-Gorger: Hitbox shape has been adjusted to fit to sprite better-Statisoul: No longer appears in Graphics SimulationREGIONS & ROOMS-Flow Control Module's systems have been fully implemented, punishing players who fail to keep the module balanced with slightly reduced Serum Efficiency and greatly increased heat generation-The Backroom no longer softlocks unfortunate players that stumble into itMECHANICS-Most if not all rooms should be able to be entered into the equivalent cam commandOBJECTIVES & MINIGAMES-Bioprocessor task count has been greatly reduced (though it is still increased by the number of threat eliminations across the run)-Survival Time objective has been reworked so it can no longer exceed maximum nutrient supply, but is lengthened based on maximum nutrient supply (this change is very slight on lower difficulties)-Memory minigame has been reworked, both to slightly increase difficulty and hopefully fix numbers incorrectly generatingEXPERIMENTAL VARIABLES-Abyss Herald starts player at 2000 blood rather than 1000ACHIEVEMENTS-Profile images on main menu are now based on highest difficulty completed rather than highest difficulty unlockedBUGFIXES-Fixed a bug causing some threats to turn their hitboxes on prior to spawning, blocking some other clickable elements-Adjusted amount of connections each room in the Digital World has to p...Read full article on Community Announcements (Ruby the Shark)Patch NotesOfficial
v137.0.9.7 PATCH NOTES
v137.0.9.7 ChangelogEep!CONCEPTS-Aerial Spirit has been slightly reworked, and has been given a new sprite-Refabrication Module is no longer a scam (it properly decreases Concept cost now)THREATS-136: Can now move between Inner Blast Doors and Outer Blast Doors-Abayent: HP is determined by difficulty setting, and now detects player movement through special connections-Amalgamation: Eliminations now count as 1-4 kills-Endo Leech: Size has been significantly increased, and hitbox has been adjusted-Failed Vessels: Now have HP so they are easier to handle en mass-Lesser Shade: Can no longer be damaged with the 'shock' command, and passively decreases Sanity-The Masquerade: Deals less damage and has less HP-Statisoul: Movement has been nerfed on Collapsing difficulty; also can now move between Inner Blast Doors and Outer Blast DoorsREGIONS & ROOMS-Added cross-run Concept storage functionality to Cold Storage room (costs 50 ExP per usage)-Moved around threats/objectives in many rooms for clarity-More of the facility is dark and broodingMECHANICS-Adjusted Input Latency calculation slightly (starts at 0.8, diminishing returns breakpoints are at 0.6 and 0.4 for speed, and 1.0/1.5/2.0 for slowdowns)-Adjusted how run difficulty affects minigames, to make some easier and some harderACHIEVEMENTS-Achievements should now sync with Steam more frequently-Difficulty-based achievements are finally properly achievable-Initialization Packages are properly unlocked by their corresponding achievements (don't worry, achievements work properly so you don't need to re-complete any)-Buried Sector achievement is now unlocked at 40% achievement completion-1 ending-related achievement has been removed temporarilyBUGFIXES-Resolved a major crash involving the Buried Sector achievement-Fixed more misaligned text in Facility Expansion menuRead full article on Community Announcements (Ruby the Shark)Patch NotesOfficial
v137.0.9.6 PATCH NOTES
v137.0.9.6 ChangelogJust a few bugs and adjustments!CONCEPTS-Fixed some Concept sprites being mixed upTHREATS-Repositioned more threats that were in difficult to reach places-Rot Slimes take slightly more damage on click-The Masquerade can no longer gain aggro when the player is in secret rooms, and builds aggro more slowly overall-Added new behaviour to Gorgers: they now grow at a slower rate, and "pop" at max size, dealing damageREGIONS & ROOMS-Finished reworking Empty Hallway to Inner Blast Doors-Silo stability decreases slightly slower as a baseline, but much quicker during earthquakes-Adjusted lighting in some rooms to brighten things upMECHANICS-Input Latency now slightly has a diminishing returns effect (both for slowdown effects and Speed stat)-Starvation and Overheating damage is now unblockable (isn't affected by Defense stat and can't be evaded with Cocnepts like Crystal Leaf Cloak)-Slightly increased hitmarker size-Critical hitmarkers are displayed as a slightly different colour than normal hitmarkersEXPERIMENTAL VARIABLES-Cerebral Hemorrhage has been renamed to Aurum Sanguine, now allows rerolling in the Actualizer, and additionally increases Concept price by 80%-Digicam has been renamed to Closed Circuit-Lunatic has been renamed to Lunacy-Void Warp has been renamed to Void FractureBUGFIXES-Difficulty settings properly unlock achievements and affect more mechanics-Fixed an error where the Neural Core's objective button would disappear under certain circumstances-Custom runs properly use random seeds unless specified otherwise-System status is no longer set to Server Error when server banks are fully operationalRead full article on Community Announcements (Ruby the Shark)Patch NotesOfficial
v137.0.9.55 PATCH NOTES
v137.0.9.55 ChangelogThank you all for submitting feedback, whether by Steam Review, email, or otherwise. The response has been honestly incredible and I sincerely hope this updated version of the game is even more enjoyable for you all!CONCEPTS-Added 6 new obtainable Concepts-Touched up many Concept sprites-Reworked Dual-Core Processor to be more useful to a variety of playstyles-Nerfed Eggfish and most Exo Modules as they scaled too strongly-Stasis Locket and Lunar Ammonite Concepts are no longer active between roundsMECHANICS-Taking damage now has a chance to boot the player out of tasks/minigames (affected by difficulty, Defense, and Luck)-Slightly increased nutrient drain speed to account for Serum Efficiency stat being previously bugged-Blackout/rebooting downtime duration is now affected by Speed stat, and caps at 5 seconds-Removed ability to reroll regions during new region build process, but increased amount of selectable regions to 3-Adjusted objective difficulty calculation for less tedious objective load-Increased difficulty scaling for Flesh Vessel and Collapsing difficulties-Achievements can no longer be unlocked in Dev Mode-Increased the hitbox size for Scrapyard scrap to make it easier to collectTHREATS-Adjusted some threat positions to be easier to see/interact with-Statisouls spawn properly again-Gorgers are no longer permanently maximum size-Eyegrowths immediately notice player if they spawn in the room the player is looking atREGIONS & ROOMS-Changed how rooms connect to/from the Outskirts-Hydroponics and Scrapyard rooms no longer passively produce objects between rounds-Empty Hallway has been reworked slightly, and now always appears in The Body-Connecting to or disconnecting from the Digital World causes input delay like other camera switching would-Adjusted positioning of Loose Files objectives within The Climb region as some were inaccessible under certain circumstances-Regions are no longer able to be selected while already activeEXPERIMENTAL...Read full article on Community Announcements (Ruby the Shark)AnnouncementsOfficial
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