Bacterial Takeover
Breed deadly bacteria, infect planets, and let the petri dish run itself.
by Fufla SIA · 15 April 2017 (iOS) · iOS / Android
Bacterial Takeover casts you as a mad scientist with a petri dish and no conscience: breed bacteria, mutate them into deadlier strains, and point them at planets until the planets stop being a problem. Fufla SIA's 2017 idle game has been quietly updated ever since.
It is mobile-only (the studio is Latvian, and there is no Steam page despite the genre's migration patterns), playable offline, and monetised the modern way: ads, with an optional subscription to make them go away.
What the loop feels like
Your bacteria multiply, and the colony devours a planet's population while you are not looking. Leave the game alone for a minute and the idle bonus kicks in; come back and tap, and critical-hit combos chain across the screen. That's Bacterial Takeover.
Rare minerals fund nanotech, mutations produce super-bacteria, and each new planet is a fresh growth medium for an increasingly unreasonable strain. That's Bacterial Takeover.

The systems doing the work
The fundamental loop is Bacteria Per Second and Bacteria Per Click: colonies and research modules passively scale the former while tapping feeds the latter, and the two playstyles are explicitly supported, with an idle BPS bonus for staying hands-off and tapping combos for staying engaged. The genuinely distinctive system is planetary annihilation via the SIR epidemiological model, Susceptible, Infected, Recovered: instead of chewing a flat health bar, your infection spreads through a simulated population, which is why the final one percent of a tough planet demands exponentially more bacteria than the first ninety-nine, and why planets from the sixth onward require multiple chipping attacks rather than one clean wipe.
The prestige layer is the Black Hole: entering one resets gene strands, bacteria counts and planet progress, drops you in an alternate timeline, and pays out Dark Matter for the Dark Matter Institute's permanent macro-upgrades. Veteran strategy follows the math: trigger the idle bonus before stepping away, budget extra resources for the SIR tail-end of tough planets, and time Black Hole resets for genuine stalls rather than jumping at every opportunity.
Where it stumbles
The recurring complaints are the mobile idler classics. The loop goes repetitive: active tapping eventually gives way to a standard wall where progress crawls without significant engagement. Monetisation pressure leans on the usual levers, with balance that encourages watching repetitive ads or buying currency bundles to keep the pace satisfying. End-game content is shallow next to the genre's deep-end Steam titles, without their layered prestige interlocking, and the game's visibility has faded to small legacy mentions in mobile gaming spaces. It is a 2017 design that has been maintained, not reimagined.
Playing it today
Both stores are live and updated: iOS and Android, plus the developer's own site and a proper player-maintained wiki. Offline play is fully supported, which suits a game about things growing while you are elsewhere.
The verdict
A solid, long-maintained mobile idler with a mad-science theme and genuine offline depth, and the SIR-model planet crunching gives its numbers a thematic weight most clickers never attempt. If Pandemic and an idle clicker had a child, this is it, and eight years on, the child is thriving.
Gameplay videos
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