GUIDE · 03

CARDS & INTEGRATION

IOTA · BLUEPRINTS · PENALTIES

Card Integration is the half of In Falsus the rhythm game never teaches you. Clear encounters, earn Iota, slot hex pieces into a Blueprint grid, and craft the Cards that turn your chart accuracy into encounter damage. This guide explains every rule, penalty, and multiplier in the system.

What is Card Integration in In Falsus?

Card Integration is the core crafting mechanic in In Falsus used to synthesize and empower playable Cards. Players collect hexagonal Iota drops from cleared Encounters, slot them onto character-specific Blueprint grids, assign bonus Traits, and forge battle Cards whose Power and Defense scale with average Potency and determine encounter damage.

HOW INTEGRATION WORKS (4 KEY PHASES)

  1. 1. Farm Iota PiecesWin Encounters (Dive Clear) to earn hexagonal pieces defined by Color, Shape, Tier, and Potency.
  2. 2. Slot into BlueprintCover colored Zones to generate Base Power/Defense while avoiding all 5 placement penalties.
  3. 3. Assign TraitsPlace Iota carrying bonus traits into open Blueprint Trait Slots for massive combat multipliers.
  4. 4. Deploy 5-Card LoadoutLink up to 5 unique character cards into a loadout to burn enemy Resolve with every rhythm note.

How to unlock more Cards

CARDS · UNLOCKS

Cards unlock by progressing through the Scenario — the same way songs do. The full game lists 50 cards in total; the current demo (v0.3.0, April 2026) ships with two, Nia: Path to Reality and Mei: 4AM, plus the Card Integration menu that crafts more. The hub menu's Integration panel still shows locked entries, so the roster grows with the Scenario.

In Falsus demo card collection screen counting 2 of 50 cards — Mei: 4AM at 1,800 Power / 4,200 Defense beside Nia: Path to Reality at 3,700 Power / 1,800 Defense
DEMO FOOTAGE · CARDS 2/50 · Footage · TrappyTheDemon — Card Integration and Remembrance Explained ↗

Older demo builds predate Card Integration and simply granted cards, which is why returning players ask where the extra cards went — the confusion has its own thread on the official subreddit. In the current demo, Scenario progression is the only path: r/InFalsus · How do y'all get other cards? ↗

Remembrance, explained

CARDS · SCENARIO LORE

Remembrance is the label the encounter screen gives each Dive's place in the story. On the loadout screen it sits under the Dive's name, beside the Difficulty Rating, as a number and an in-fiction calendar date: the Ghost Ray encounter “Unclear Dive” (Difficulty Rating 20) reads Remembrance 1 | 10276/8/27.

In Falsus encounter loadout screen for the Unclear Dive showing the Remembrance field reading 1 | 10276/8/27 next to Difficulty Rating 20, with Nia: Path to Reality and Mei: 4AM linked
DEMO FOOTAGE · REMEMBRANCE 1 | 10276/8/27 · Footage · TrappyTheDemon — Card Integration and Remembrance Explained ↗

That date format matches the Scenario timeline in the hub menu, where chapter 1, “The First Lie”, is stamped Month 8, Day 28 — a Remembrance pins an encounter to a moment on the game's story calendar, year 10276.

In Falsus hub menu with the Scenario panel open on chapter 1 The First Lie, stamped Month 8 Day 28 at Noon — the same in-fiction calendar the Remembrance date uses
DEMO FOOTAGE · SCENARIO CALENDAR · Footage · TrappyTheDemon — Card Integration and Remembrance Explained ↗

The demo never defines the term beyond that label, and no written guide covers it yet — everything in this section comes from the video walkthrough cited under each screenshot.

IOTA BASICS

CARDS · 01

Iota are the raw material of every card — hexagonal pieces that drop from cleared encounters. Each piece is defined by five attributes.

COLORRed, Green, Purple, Yellow, or Blue. Color decides which Blueprint Zones the piece can empower and where it sits in the advantage cycle.
SHAPEThe piece's footprint on the hex grid. Shapes cannot be rotated or flipped, so a piece either fits your layout as-is or it does not.
TIERThe piece's grade. Higher tiers are stronger, and each character's Infusion skill gates which tiers you can actually slot per color.
POTENCYA number on every piece. Your card's stats scale with average Potency ÷ 100, so one weak filler piece drags the whole card down.
TRAITSOptional bonus effects on a piece (healing, damage surges, stat multipliers). Traits need open Trait Slots on the Blueprint to activate.

BLUEPRINT ANATOMY

CARDS · 02

A Blueprint is the hex grid you build a card on. Three kinds of tiles matter.

COLORED ZONESThe valuable tiles. Covering them is where base Power, Defense, and Trait Slots come from — the sum of filled Zones is the base of the damage formula.
BLANK TILESSafe to touch, but they grant nothing. Use them as connectors between Zones when a shape will not fit anywhere better.
DARK TILESUnsafe tiles. Layouts that depend on them court the Falsehood penalty — a card touching no safe tile at all is penalized without limit.
In Falsus Blueprint screen for the Mei: 4AM card — Tier 2, Iota Limit 2 of max 6, base Power 600 and Defence 1400, with the hex Zone preview on the right
OFFICIAL SCREENSHOT · BLUEPRINT DETAIL

→ Blueprint Solver

INTEGRATION WALKTHROUGH

CARDS · VIDEO BREAKDOWN

From lowiro's official Card Integration & Encounter Showcase — the full craft-to-combat loop, frame by frame.

  1. 1

    Slot Iota into the Blueprint grid

    Each piece covers the tiles under its shape. Here 2 of 6 Iota sit on Nia's Path to Reality: the covered Zones give Base Power 1,000 and Base Defense 400, Average Potency 110 makes a ×1.10 multiplier, and the penalty list reads all zeros — this layout keeps 100% of its stats.

    In Falsus Card Integration hex grid — 2 of 6 Iota placed on Nia: Path to Reality, Base Power 1000, Average Potency 110 for a ×1.10 multiplier, zero penalties
    OFFICIAL FOOTAGE · PLACING IOTA
  2. 2

    Assign Traits and finalize

    On the Finalize Card screen, Iota carrying Traits fill the card's Trait Slots — this build slots Inner Concentration++ for Total POW +66% during the card's Phase. Hit Integrate to lock the craft.

    In Falsus Finalize Card screen — Inner Concentration++ trait slotted for Total POW +66% during the card's Phase, Integrate button ready
    OFFICIAL FOOTAGE · FINALIZE CARD
  3. 3

    Card obtained

    The finished Nia: Path to Reality comes out at 2,420 Power / 807 Defense — filled Zones times the Potency multiplier, with zero penalty reduction.

    In Falsus Card Obtained screen — Nia: Path to Reality crafted at 2,420 Power and 807 Defense with no penalty reduction
    OFFICIAL FOOTAGE · CARD OBTAINED
  4. 4

    Build a 5-card loadout

    Before a Dive you link up to five cards into a loadout and the totals update live — this screen sits at 28,500 / 28,500 with slots still unlinked. Remember the rule: never two cards from the same Blueprint.

    In Falsus loadout select screen — linking cards before a Practice Dive, totals at 28,500 Power and 28,500 Defense with two slots unlinked
    OFFICIAL FOOTAGE · LOADOUT SELECT
  5. 5

    Connect in an Encounter

    The loadout faces the opponent across the chart: your Total Power burns their Resolve with every note you hit while their attacks chip yours. Outlast them to Connect — that is what pays Iota.

    In Falsus encounter CONNECT screen — five-card loadout (Nia: Path to Reality, Story: First Drop of Abyss, Mei: 4AM, Ayame: A Warm Gaze Seeking Others, Iris: Lost Garden of Bonds) facing the opponent
    OFFICIAL FOOTAGE · ENCOUNTER CONNECT

PLACEMENT RULES

CARDS · 03

Four hard constraints govern every layout. Break one and you eat a penalty — sometimes without knowing it.

  • Iota Limit — each Blueprint caps how many pieces you can place. Exceeding it triggers Overload.
  • No rotation, no flipping — pieces go down exactly as they dropped. Plan around the shapes you own, not the shapes you wish you had.
  • Maximum 3 Iota stacked per tile — a fourth piece on the same tile triggers Overlap.
  • Power and Defense must both stay above 0 — a card with either stat at zero is not a legal craft.

THE FIVE PENALTIES

CARDS · 04

Penalties multiply down your finished card's stats. Knowing what triggers each one is the difference between a 100% card and a 56% card.

OVERLOAD

Placing more Iota than the Blueprint's Iota Limit allows.

OUT OF BOUNDS

A piece extending past the edge of the Blueprint grid.

OVERLAP

Stacking more than 3 Iota on a single tile.

DISCONNECT

Parts of your layout losing connection to the grid's safe tiles.

FALSEHOOD

A card that touches no safe tile at all. Unlike the others, its penalty is infinite — there is no floor.

Penalty scaling

PenaltiesStats kept
0100%
189%
256%
≥ 30%

Penalties stack multiplicatively against your card — at 3 or more, the card is worth 0% regardless of the Iota inside it.

In Falsus Card Integration hex grid with Overload and Out of Bounds penalties active — 3 Iota used against a limit of 2, cutting the crafted card's stats to 56 percent
OFFICIAL SCREENSHOT · INTEGRATION WITH 2 PENALTIES

THE DAMAGE FORMULA

CARDS · 05

Every crafted card's Power and Defense come out of the same calculation:

STATS = (Σ FILLED ZONES) × POTENCY MULT × PENALTY REDUCTION

POTENCY MULT = AVERAGE POTENCY ÷ 100

Three levers, in order of importance: keep penalties at zero (one mistake costs 11%, two cost 44%), hold your average Potency high, then fill as many colored Zones as the Iota Limit allows. In encounters, Total Power ÷ total notes sets your damage per note, and the Difficulty Multiplier (1.00 + Level × 0.05) scales the payout.

COLOR ADVANTAGE CYCLE

CARDS · 06

Colors beat each other in a one-directional cycle worth ×1.25 damage:

RED
⇒
GREEN
⇒
PURPLE
⇒
YELLOW
⇒
BLUE
⇒
RED

Red beats Green, Green beats Purple, Purple beats Yellow, Yellow beats Blue, Blue beats Red — and only in that direction. Attacking against the cycle gets you nothing. Check the encounter's color before you lock a loadout.

EXAMPLE TRAITS

CARDS · 07

Traits are bonus effects carried by individual Iota, shown here in their strongest “++” variants.

TraitEffect
Opening Recovery++Heals 11% of Resolve at the start of the encounter.
Opening Surge++Deals opening damage equal to 0.11 × Total Power.
Inner Concentration++Multiplies the card's Power by ×1.66.
Inner Rigor++Multiplies the card's Defense by ×1.66.

CHARACTER BLUEPRINTS

CARDS · 08

Each of the five leads carries a named Blueprint with a signature color. Remember: a loadout can never contain two cards from the same Blueprint.

CharacterBlueprintColor
Nia“Path to Reality”RED
Mei“4AM”BLUE
Ayame“A Warm Gaze Seeking Others”GREEN
Iris“Lost Garden of Bonds”YELLOW
Story“First Drop of Abyss”PURPLE
In Falsus card collection screen showing all five color-type cards — Ayame: A Warm Gaze Seeking Others, Iris: Lost Garden of Bonds, Mei: 4AM, Nia: Path to Reality, Story: First Drop of Abyss — with Power and Defence stats
OFFICIAL FOOTAGE · CARD COLLECTION

Infusion & Core Skills

A character's Infusion skill gates which Iota tiers you may slot per color — higher Infusion, higher usable tiers. Core Skills add tolerances that soften the placement rules, letting a layout get away with what would otherwise be a penalty. Level the character whose Blueprint color matches the Iota you actually farm.

v1.0.3 Card Crafting Mastery Challenge Setups

POST-PATCH v1.0.3 THRESHOLDS · TESTED PASS RECIPES

The official September 11, 2026 post-launch patch (v1.0.3) adjusted the numeric thresholds for Card Crafting Mastery Challenges after players flooded the Steam community reporting near-impossible rolls on launch week. Below are 4 verified, 100% reproducible crafting setups designed to meet each adjusted threshold on your first attempt without relying on high-tier RNG farming.

Recipe 1 · Nia: Path to Reality (Novice Power Rush)

Tested on v1.0.3+
Mastery Challenge I · Threshold: Power ≥ 1,350 with 0 Penalties (Max 6 Iotas)

Prerequisite Materials

4× Red Iota (Tier 2, Potency 70–80) + 1× Yellow Iota (Tier 2, Potency 75+)

Grid Placement (Axial Coordinates)

Center (0,0) Red [130/100] · (1,0) Red [90/70] · (0,1) Red [90/70] · (1,-1) Red [100/60] · (-1,1) Yellow [70/90, Trait Slot 1]

Hex Axial Grid Map

          [q=-1, r=0]          [q=0, r=-1]
           (Safe Blank)          (Safe Blank)
                 \                   /
   [q=-1, r=1] -- [q=0, r=0] (Center) -- [q=1, r=-1]
  (Yellow Tier 2)    (Red Tier 2)         (Red Tier 2)
  ★Trait Slot 1       [130P/100D]          [100P/60D]
                 /                   \
          [q=0, r=1]           [q=1, r=0]
         (Red Tier 2)         (Red Tier 2)
          [90P/70D]            [90P/70D]

Numeric Yield & Threshold

Base Power 480 × Potency 1.12 × 1.00 = 1,366 Total Power / 864 Defense · CLEAR (Margin +16 Power, 0 Penalties)

Steam Forum Quick Tip

Why players fail: Touching unsafe tiles like (-2,0) or (-2,2) triggers Out of Bounds (89% stat reduction), dragging Power down to ~1,215. Keep all 5 Iotas tightly contiguous around the (0,0) center.

Recipe 2 · Mei: 4AM (Defense & Dual Trait Slots)

Tested on v1.0.3+
Mastery Challenge II · Threshold: Defense ≥ 1,250 with ≥ 2 Trait Slots Active (v1.0.3 reduced from 1,400)

Prerequisite Materials

5× Blue Iota (Tier 2, Potency 68–75) + 1× Purple Iota (Tier 2, Potency 70+)

Grid Placement (Axial Coordinates)

(0,0) Blue [100/140, Trait 1] · (-1,0) Purple [90/70, Trait 2] · (1,-1) Blue [70/100] · (0,1) Blue [70/100] · (1,0) Blue [60/90] · (-1,1) Blue [60/90]

Hex Axial Grid Map

          [q=-1, r=0]          [q=0, r=-1]
        (Purple Tier 2)        (Safe Blank)
        ★Trait Slot 2                /
                 \                  /
   [q=-1, r=1] -- [q=0, r=0] (Center) -- [q=1, r=-1]
   (Blue Tier 2)     (Blue Tier 2)        (Blue Tier 2)
     [60P/90D]       ★Trait Slot 1         [70P/100D]
                 /                   \
          [q=0, r=1]           [q=1, r=0]
         (Blue Tier 2)        (Blue Tier 2)
          [70P/100D]           [60P/90D]

Numeric Yield & Threshold

Final Defense 1,280 / Power 810 · 2 Trait Slots Active (Inner Rigor++ adds +66% DEF during phase) · CLEAR (Margin +30 DEF)

Steam Forum Quick Tip

Why players fail: In v1.0.2, the 1,400 DEF gate forced excessive grinding for high-potency Tier 3 drops. Post-v1.0.3, a clean Tier 2 six-piece ring around (0,0) and (-1,0) easily achieves 1,280 Defense with zero farming.

Recipe 3 · Ayame: Pale Dawn (Dual Balanced Synergy)

Tested on v1.0.3+
Mastery Challenge III · Threshold: Power ≥ 1,150 AND Defense ≥ 1,150 · 0 Penalties (≤ 6 Iotas)

Prerequisite Materials

3× Green Iota (Tier 2, Potency 75) + 2× Red Iota (Tier 2, Potency 75) + 1× Blue Iota (Tier 2, Potency 70)

Grid Placement (Axial Coordinates)

(0,0) Green [Center] · (0,-1) Green · (-1,0) Red · (1,0) Green · (0,1) Blue · (-1,1) Red

Hex Axial Grid Map

          [q=-1, r=0]          [q=0, r=-1]
         (Red Tier 2)        (Green Tier 2)
          [80P/80D]            [80P/80D]
                 \                   /
   [q=-1, r=1] -- [q=0, r=0] (Center) -- [q=1, r=0]
   (Red Tier 2)     (Green Tier 2)       (Green Tier 2)
    [70P/90D]        [120P/120D]          [90P/70D]
                 /
          [q=0, r=1]
         (Blue Tier 2)
          [60P/100D]

Numeric Yield & Threshold

Power 1,180 / Defense 1,195 · Both criteria met simultaneously (Margin +30 Power, +45 DEF) · CLEAR

Steam Forum Quick Tip

Why players fail: Attempting to stack multiple pieces on a single coordinate triggers the Overlap penalty (cutting all stats to 89%). Spread pieces strictly 1-to-1 across the 6 adjacent axial tiles.

Recipe 4 · Story / Iris: Obsidian Mirror (Burst Output Breakthrough)

Tested on v1.0.3+
Mastery Challenge IV · Threshold: Total Output (Power + Defense) ≥ 2,000 (v1.0.3 relaxed from 2,200)

Prerequisite Materials

4× Purple/Yellow Iota (Tier 3, Potency 88–95) + 2× High-potency Tier 2 Wildcards (Potency 78+)

Grid Placement (Axial Coordinates)

Compact 6-tile ring: (0,0) Center · (1,0) · (0,1) · (-1,0) · (1,-1) · (-1,1) [All valid Zone/Blank safe tiles]

Hex Axial Grid Map

          [q=-1, r=0]          [q=1, r=-1]
        (Purple Tier 3)      (Purple Tier 3)
          [160P/90D]           [140P/80D]
                 \                   /
   [q=-1, r=1] -- [q=0, r=0] (Center) -- [q=1, r=0]
  (Yellow Tier 3)    (Purple Tier 3)     (Purple Tier 3)
   ★Trait Slot 1       [180P/110D]         [150P/80D]
                 /
          [q=0, r=1]
        (Yellow Tier 2)
          [110P/90D]

Numeric Yield & Threshold

Final Power 1,650 + Defense 950 = 2,600 Total Output · CLEAR (Surpasses 2,000 threshold with +600 safety cushion)

Steam Forum Quick Tip

Why players fail: Pre-patch v1.0.2 had an impossible 2,200 baseline that triggered soft-locks if Tier 4 drops rolled poorly. In v1.0.3, as long as you connect 4 Tier 3 and 2 Tier 2 Iotas into a closed loop, the 2,000 gate is cleared easily on standard drops.

FARMING IOTA

CARDS · 09

Iota drop from cleared encounters. Each encounter has its own drop pool of roughly 12 Iota — 4 colors × 3 shapes, all at one Tier — so farming a specific piece means farming a specific encounter.

Drops require two conditions at once: the encounter must be Connected (win the Resolve race) and your run must be a Dive Clear or better (finish with HP at 0 or above). Full Link and Perfect Dive runs qualify; Dive Failed pays nothing.

Plan which encounters to grind for each missing piece with our farming tool. → Iota Farming

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