Node Farm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak50
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score83% positive
- Total reviews75
- Release dateNov 19, 2024
- DeveloperByerN
- PublisherByerN
Genres: Casual, Indie, Simulation, Strategy
Company pages: Developer: ByerNPublisher: ByerN
Node Farm Steam news
Node Farm news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Node Farm - v2.1 - Rotate, Flip and more! - 13 March 2025
Hello Node Farmers! A new update v2.1.0 is released with a few QoL improvements and bug fixes! :) Changelog: New: now you can rotate and flip a selected group of nodes using R (rotate) and F (flip)! New: sandbox-big farm added - a new checkbox when you start a new game in Big Farm mode. Just like a classic Sandbox mode, it introduces 3 cheat nodes but there is no meta gain (and no new game plus level unlocked on finishing it). New: Price Switch "price config" can be set for all resources at once instead of per resource like before. It should be easier now to use it in more advanced farms! Bugfix: I disabled node removal when in node dragging mode. There were a few weird bugs that could occur because of it. Change: multiplier buffs (like x1.3 more mining) are now aggregating based on multiplication instead of sum like other buffs. Instead of x1.3 + x1.2 = x2.5, now it will be x1.3 x x1.2…
- Node Farm - v2.0 - Big Farm mode! - 3 February 2025
Hello Node Farmers! After a few months of adding improvements and features - Node Farm is entering a new era - version 2.0! I introduced a few big things that I would like to share: Big Farm Big Farm is a new mode that focuses (like the name suggests) on building big farms! It is an alternative version of gameplay (compared to the previous one - roguelite) and I think that it may be a preferred way to to play now! (classic roguelite mode is still available though) In general, this mode is more similar to the standard way of playing in other games of this genre. I hope that you will like it! What is different in Big Farm mode? You start with 1 island and a boss island. You can buy islands anytime, and you can buy as many as you want. Boss Island is not destroyed after finishing a Boss. Instead, it increases the Farm Level. On each Farm Level, the boss will require a different number of r…
- Node Farm - v1.8 - Copy/Paste/Blueprints + Storage improvements! - 10 January 2025
Hello Node Farmers! This time something smaller but still interesting! Update v1.8 introduces copy/cut/paste/blueprints functionality and more tweaks on how the storage works! More info below: Changes New: Copy/Cut/Paste added - as before, you can select nodes but now also - use CTRL+C to copy them (or CTRL+X to cut) and CTRL+V to paste. You can see the price of nodes that you want to paste - you can do this only if you can afford it. New: Blueprints/schematics - there is a new view where you can save your copied nodes layout (cross save) and paste them later in the game or in other runs. Blueprints are also copied to the system clipboard (if available) and can be shared between other players as a serialized, compressed, encrypted, and encoded string! An example below. Improvement: storages are now sending resources to the closest requester based also on other storages. No more storage…
- Node Farm - v1.7 - A lot of new things based on your feedback! - 6 January 2025
Hello Node Farmers! The first update this year is live - v1.7! This time I focused more on QoL improvements, addressing feedback and game balance adjustments. Let's take a look at the changelog: Major changes New: priority roads added - they are used to control the priority of the paths chosen by transports. The produced resource finds all available consumers, groups them by priority, and tries the highest one first. If not possible - it tries another priority group etc. Sounds complicated but I think it is rather intuitive. Markets have "-1" priority by default so it will sell resources only if they are not needed anywhere else with higher priority (can be configured on click). Change: Resources/dishes are sold even if they are not on the price list. They have their lowest price in that case (the lowest you can select in the price switch). Change: instant chests - I removed all previou…
- Node Farm - v1.6 - QoL update! - 30 December 2024
Hello Node Farmers! A new update is live - v1.6! Those who are on my Discord server may know that I partly lost vision in one eye this month, which makes development much harder. According to my doctor, I should be fine in a few weeks. I prepared a few improvements from my backlog (all based on your suggestions - thanks!) that were easy for me enough to make until I fully recovered. Let's take a look at the changelog: Changes Improvement: recipe/resource in nodes config and boss selection can now be selected from the grid layout. Improvement: Making a connection from the node to the empty space creates a road. Improvement: nodes in the shop are now more granularly split into new categories - buffs (per type), roads, logic gates/sensors, and crafters. Additionally - the shop is more compact. Improvement: A few tutorial improvements - kitchen, boiling, and salt are introduced when needed…
- Node Farm - v1.5 - Analytics view + storage update! - 16 December 2024
Hello Node Farmers! Today I deployed a new major update - v1.5! This time I focused more on Quality of Life improvements and the new feature - analytics/statistics view! There is also an interesting experimental feature that can be enabled in the settings - resource transport between the storage clusters! More info below: Major changes New: analytics view added - now you can see the production/consumption/storage per island and globally (it is an additional view like "show connections" for example) New: analytics per node popup added - now you can see the production/consumption/storage when hovering over the node (it can be disabled in the settings) New: experimental feature - sending resources between the storage cluster added. If enabled - storage nodes that are not in the same cluster (a group of directly connected nodes of the same type) can send resources to other storage clusters…
- Node Farm - v1.4 - difficulty levels + bug fixing! - 7 December 2024
Hello Node Farmers! I am happy to announce a new update - v1.4! This time I focused on making the game more customizable! From now on - you can enable/disable features that affect the difficulty level of the game based on your personal preferences! Let's take a look at the changelog: Major changes New: Difficulty levels added. The difficulty level is calculated based on the game modifiers players can choose when starting a new run (all of them in the next points) New: Configurable: Clickers - manual click on the production node and the multiclicker can be disabled/enabled now - it makes the game much easier, especially at the beginning. New: Configurable: Strict Kitchen - this option enables/disables the strict preprocessing requirements for the kitchen. If enabled - you have to provide resources processed in the order specified by the recipe. It makes the recipes more complicated. New:…
- Node Farm - v1.3 - logic system improvements + game balancing + bug fixing! - 3 December 2024
Hello Node Farmers! Well, it was fast, but today I deployed a new major update - v1.3! This time I focused more on game balancing and a few interesting improvements in the logic system. In the next updates, I would like to focus more on the game balancing and I will be glad for your feedback! So if you find the game too easy/too hard, or some things useless/too OP - please let me know :) I am thinking about introducing difficulty levels (standard ones like easy/medium/hard) with various features disabled/enabled and some stats adjusted depending on the level. All of us while playing have a different feeling about the game. I would like to make Node Farm as accessible as possible based on your personal preferences :) Thank you in advance! Let's take a look at the changelog: Major changes New: logic port added - it can be used to transfer wireless logic signal over a long distance. Now yo…
- Node Farm - update v1.2 - IDLE Mode added + a lot of bug fixes/improvements - 1 December 2024
Hello! After a week of hard work, I am introducing a new update: v1.2! This time I focused on implementing a new economy mode - "idle"! After choosing the game mode (sandbox/roguelite/hardcore) you can choose if you would like to play the "classic" experience with a money cap or a new unlimited "idle" one with much faster growing node prices. What I can say after playing is that automation makes much more sense in this economy :) In a few minor updates before, I was working on making the storage more efficient - it is also included in v1.2. Just as a lot of bug fixes and improvements based on your feedback! Below is the full changelog from version 1.1 to 1.2: Major Changes New: Additional economy mode - "idle". The node prices grow much faster but there is no money cap! Change: Storage has a priority now over producer nodes - if you have storage near your kitchens/crafters/seeds etc, re…
- Node Farm - update v1.1.1 - a lot of QoL fixes! - 23 November 2024
Hello! Thank you all for your feedback, I made a lot of fixes/improvements/changes according to it! Let's take a look at a changelog of update v1.1.1: Major New: Block resource production if there are no available consumers waiting for it - no more waste! New: Resource transport as resource icons, not dots - it is much easier now to see what is going on. The icons/dots display can be disabled/enabled in the settings. New: A possibility to clear one specific resource in the chest - no need to clear all the storage if there are a few not-wanted resources. New: an indication that a node is not connected - there will be a red frame around the node if it is not connected to anything and it should. I will be working on expanding this QoL feature more in upcoming patches! New: a cluster of storages synchronize to send resources one after another (not all storages at once as before). It makes t…
- Node Farm - 9 June 2024
Check out the latest dev playthrough of Node Farm - a game about building a fully automated farm using nodes. Connect nodes, harvest and sell veggies, buy new islands, discover new nodes, and automate the process - all in a cozy farm simulation formula!
- Node Farm - 9 June 2024
Check out the latest dev playthrough of Node Farm - a game about building a fully automated farm using nodes. Connect nodes, harvest and sell veggies, buy new islands, discover new nodes, and automate the process - all in a cozy farm simulation formula!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 13 March 2025 | Node Farm - v2.1 - Rotate, Flip and more! | 1794102528079798 |
| 2 | 10 January 2025 | Node Farm - v1.8 - Copy/Paste/Blueprints + Storage improvements! | 1788311419058450 |
| 3 | 6 January 2025 | Node Farm - v1.7 - A lot of new things based on your feedback! | 1787858252853257 |
| 4 | 30 December 2024 | Node Farm - v1.6 - QoL update! | 1786573930978960 |
| 5 | 16 December 2024 | Node Farm - v1.5 - Analytics view + storage update! | 1785774543663856 |
| 6 | 7 December 2024 | Node Farm - v1.4 - difficulty levels + bug fixing! | 1785321795681702 |
| 7 | 3 December 2024 | Node Farm - v1.3 - logic system improvements + game balancing + bug fixing! | 1784506359189222 |
| 8 | 1 December 2024 | Node Farm - update v1.2 - IDLE Mode added + a lot of bug fixes/improvements | 1784506359117834 |
| 9 | 23 November 2024 | Node Farm - update v1.1.1 - a lot of QoL fixes! | 1783872412053318 |
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