- New Content for testing in the _dev branch - 16 September 2026
This will be an unusual post targeted at our "core" players (whatever this means). I've started working on new content in the _dev branch and some of it is available to test. To make testing easier, the _dev branch now uses a separate save file, so you can freely jump between branches without worrying about corrupting your original save (the save will be copied automatically). Just as a reminder, you can switch to the _dev branch by going to Steam Library -> NET.CRAWL (right click) -> Properties -> Betas -> _dev. There's also a _beta branch, which we'll use for testing right before updating the release. A few things about the new content. It's only ~15 pieces at the moment, but I also re-enabled old Challenges, and there's one new corrupted aspect. There will be a lot more added. In fact, I'm doing a personal challenge-type thing where I want to focus exclusively on content until I make…
- Hotfix [REL.1.1.3] - 16.09.2026 - 16 September 2026
Two microscopic updates to the release branch with bugfixes. New content in the _dev branch. See the post above. - 16.09.2026 Fixed - Ice-9(core): Firewall visual update; - Linda: crash on Mac when entering a zoomed-in view; ## - 15.09.2026 ###Fixed - Null(node): wrong gameplay text; - Taxi(system node): exhausts itself after a reveal if next to Home; ------------------------------------------------------- - DEV BRANCH ONLY Added - massive performance gains during level (+20% fps); - old Challenges reenabled as 14-stage runs; - some new content with placeholders (2 early cores, 3 Aspects, 10 nodes); - Data Leech(corrupted aspect/hostile node): "attaches" itself to the Avatar and sucks Data; Changed - Pro difficulty: random nodes may include corrupted; - Open Database replaced Remote Database as an upgrade to regular Database;
- Update [REL.1.1.2] - 10.09.2026 - 10 September 2026
Smallish update with a couple of fixes ahead of a sale and Steam programming fest. I had to nerf RC car+ (public removed). Sorry about that. ## - 10.09.2026 ###Removed - Lowcost plan(100 credits for Link=1 exit aspect) disabled; //to easy to forget about, bad of picked up late; ### Added: - Intel(aspect): : Reveal 6 random hidden nodes; ###Changed - RC car+: Public removed; //it was ridiculously strong and there is no justification for it having Public; ###Fixed - UI text scaling set to 1.0 by default on new launches; ## - 08.09.2026 ###Fixed - Equalizer(system): Set Link part wasn't working;
- 1.1 Update: No More Missing Deadlines - 5 September 2026
When we were preparing the game for the 1.0 release, attempts were made to bring the gallery screen into some kind of order. One obvious criteria for being "in order" was having the very last row of each section fully filled. We mostly succeeded with that, although there was one node that didn't make it into the release build. That node was: I find it quite ironic that the one node which didn't make it on time was the one named Deadline. I wanted to use this as a segue into a postmortem-like post. I mean, I wanted to do that, but that was 2 weeks ago. I've missed quite a few deadlines throughout my life. Contrary to the name, that didn't make me "dead" or anything. But it did make me feel bad about myself. With 1.0 out of the way and the release behind us, there's no reason to go through the stress of having deadlines anymore. I have a lot of plans (and passion) for NET.CRAWL still. So,…
- Update [REL.1.1.0] - 03.09.2026 - 3 September 2026
This patch marks the end of a full month of post-release cleanup. Thanks to everyone who reached out with feedback of any kind. I'll try to write a proper community post soon. In short, I plan to return to making new content in the _dev branch as early as today. I've been playing the game a lot lately, and it's pretty clear how to improve/expand it. But it all takes a lot of time and resources, and we have less and less of both. There will be two major content updates: 1.5 and 2.0 (don't ask when). You can learn more in the roadmap. - 05.09.2026 Fixed - Dynamic library(data): didn't proc on 2nd activation move; - 03.09.2026 Added - UI text size slider; - Tony(core): Depth-2 core, was disabled by mistake (it's a pre rework Linda); - Run history screen: points column; - Run history screen: run result view for the past runs; - game over exit confirmation dialog (only with positive restarts…
- Update [REL.1.0.9] - 14.08.2026 - 14 August 2026
- 14.08.2026 Changed - Fred(core): End of Turn jump (and +1 Trace!) removed; - Warm-up(aspect): light buff. "weaken Firewall by 1" added. Fixed - controller issue: Go Deeper button on All-Father screen (black screen bug); - Presentation+(data node): missing Express; - Follow-up(data node): missing Singleton; - Hydra(core): never getting a victory checkmark; - Avatar clones performance; - 13.08.2026 Fixed - Immortal snail fixed; - Transport: some bugs; - Bare wire(low link aspect): interaction with Signal Jammers and wrong Link threshold fixed;
- Update [REL.1.0.5] - 10.08.2026 - 10 August 2026
- 10.08.2026 Added - Additional status widgets for some cores (Linda, Tony, Sonay, Mod, and Boris); Changed - Linda tutorial light rework; - Switched to using "destroy" instead of "exhaust" when talking about Cores; - Max difficulty: start with All Hearts heart but lose 1/2 of Link each level; - Max difficulty: Energy burst restores 1; - Triton small nerf (Firewall removed); - One: Activation trigger removed, Reveal trigger added; - One+: Singleton removed; - Zero: Activation trigger removed, Reveal trigger added; - Zero+: Express added; Fixed - Premature Depth-3 (Purpose?) achievement; - Run result screen: defeated Cores copied from the previous run(Depths 2 and 3); - Greeting Card+: not gaining 2xData; - Report window not blocking hotkeys; - Depth-3: number of small fixes;
- Update [REL.1.0.3] - 07.08.2026 - 7 August 2026
Added - Denis(Disco core): disco ball widget that shows the color of the last activated node; - Mayson(chatbot core): re-enabled after a rework; - Triton(core): added (was disabled by mistake); - controller support: more and better icons; - controller support: restart confirmation; Changed - Denis: light rework to combat the Home-exploit; Fixed - more cleanup for Russian and Chinese localizations; Know-issue - feedback form procs hotkeys into gameplay in the background (will fix tomorrow);
- Update [REL.1.0.2] - 05.08.2026 - 5 August 2026
Hey, we didn't crash and burn at launch, which is nice. But there were some controller and localization issues. - 05.08.2026 Added - missing localizations for Chinese and Russian language; Fixed - end of Pro run achievements (will be granted upon the next launch); - Bunker(aspect): wrong text (here instead of home); - controller issue: RT (zoom-in) not working; - controller issue: two A-buttons on game over screen; - bug report button in options not working; - some visual fixes; Don't forget you can report an issue by pressing F2 in game. So far we only got the following reports: Known issues - Disco core can be exploited by using Home over and over; - the feedback form registers End of turn when spacebar is pressed; - longer delay for Depth-3 hint needed; If you sent us feedback and it's not there - please reach out. We only recently enabled Sentry (reporting tool) and I'm not 100% sur…
- 1.0 Release - 3 August 2026
It might have taken us 4 years, but we got NET.CRAWL 1.0 before GTA 6. It's a big day, and I assume a higher-than-usual number of people are going to read this post. And those people (you) might all have different backgrounds. So let's try to break it down a little bit. If you are new here: There is a demo, and the first 2–3 hours are identical to the full game. You can safely start there. The game is hard to gauge from the outside. Play the demo. Based on my stats, it usually takes less than 5 minutes for someone to figure out whether the game is for them. If you are among those 10% who completed the Early Access in full: First of all, glad to see you again, friends. Depth-3 was added for you to explore, and you are guaranteed to see some new stuff on the way there. There are Pro difficulty achievements, which I believe are worth completing once each. Unfortunately, challenges aren't r…
- Small Update [EA.0.8.1] - 02.08.2026 - 2 August 2026
## - 02.08.2026 ###Changed - Satellite(system): nerf, ": Add 1 Trace" added; - Depth-3 final boss cleanup; ###Fixed - Study Room(aspect): game crash; - game log and info panels not blocking mouse hovers/clicks; - Gravitum(Gary): fixed; - 2nd Depth Matrix free-pick cost; - Lucky(lowlink Bucky) removed;
- Update [EA.0.8.0] - 01.08.2026 - 1 August 2026
We are doing the thing where we are trying to sync the 1.0 release with the Cyberpunk Steam festival, and it's in just 2 days. Needless to say, it made everything more rushed than I would want it to be, but I'd say we are doing alright and it should be worth it. Can't make a proper update post, though. Sorry. - 01.08.2026 Added - Depth-3 (work in progress); - feedback form (F2) with Sentry; - controller support; - Transport (new keyword): When this node moves, Avatar moves with it; - RC car (system node): Transport, Multiuse(3), Express. Can be remotely pulled towards avatar. Moves to adjacent on activation; - Console (system node): Multiuse(2) : Activate target System node. If it has Express, gain 1 Action; - Hub (system node): Remote, Drop X Trace (X = number of active System nodes); - Console (system node): Activates system nodes remotely with Multiuse (2); - some new data nodes; - a…
- Update [EA.0.5.0a1] - 22.06.2026 - DEV ONLY - 22 June 2026
!!!DEV ONLY (switch to the _dev branch to play) ###Added - game log window (work in progress); - several 3d-like level backgrounds; - Triton, Foxy, Archie, Lucky(Leaky?), Puzzle: new cores; - Deadline, Six Seven, Pull: new system nodes; - Roach(hostile node): : Drop 1 Trace. : Add X Trace (Х = number of other active roaches); - Junk(corrupted aspect): adds roaches every turn; - Depth-3 in very broad strokes; ###Fixed - Greeting Card+: 2x Data; - Moore's Law+: wrong description; - bunch of other stuff. I'd appreciate any help with testing and balancing.
- Hotfix [EA.0.4.1] - 04-Jun-2026 - 3 June 2026
Hey. There was some sloppiness in the latest bug fix updates that broke more things than they fixed. I especially want to apologize to people who didn't get any tutorial during the very first level. As far as I know there were 3 people who faced this issue, so I should apologize at least 3 times: "I'm sorry", "I'm sorry", "I'm sorry". The person responsible will get their shawerma privileges revoked over the weekend (that person is me). I hope everything is back in order. I'm really sorry. Deploying into production without enough tests is only cool when there are no issues. - 04.06.2026 Fixed - Energy burst/crystal vfx bugs; - OnCreate trigger for transformed nodes; - broken Legacy code(that's the name of a node) offered in the Data Pool; - Address Book (item): tiny size bug; - 03.06.2026 Fixed - tutorial missing; - 02.06.2026 - crash on level load; - 02.06.2026 Fixed - DLC+(data node):…
- Avatar skins, Run history, and new (old) nodes. - 30 May 2026
Hi. This update feels small because there are no new Cores. I'm spending most of my design time in Depth-3, which isn't ready to show even in the _dev branch. Designing Depth-3 doesn't go as smoothly as I would've liked, but we are getting there (or at least somewhere). Skins Alex and Andrew compiled a basic skin selection window. Nothing is locked there for now, so go play as a fox while you can. Having different looking avatars will make some people think that they should also be tied to an ability or have some other kind of gameplay effect. I get this. We should at least try to do this for challenges. For the base gameplay, though, I've already tried characters with different starting setups at the very beginning of the project. Here's a character selection UI in the prototype (which is still up on itch, btw if you are curious). The idea of characters was eventually discarded for var…
- Update [EA.0.4.0] - 28-May-2026 - 28 May 2026
Includes changes from EA.0.3.2 that I haven't posted previously. Added - basic skin selection screen; - underline for node references in descriptions (Null, Instant Message etc; - Countdown(keyword): Effect triggers when Counter reaches 0. Decrement counter every move and at the End of Turn; - Bitflip(system): : Refresh or exhaust a target node. : Express; - Navi(system): Teleport to a node in a straight line and activate it; - Remote Controller(system): Activate target node; - E-book(data): : Collect 2 Data and gain 1 Callback; - Static Field(system): Drop 4. Ignores reboot while exhausted; - Pocket(aspect): add 1 extra item slot and immediately gain 2 random items; - Immortal snail(corrupted aspect): adds 1 Immortal Snail to the board that moves towards you rather slowly; - Witness(corrupted aspect): Watchful Eye is added only past Stage 2; - highlight effect for nodes in UI; - corrup…
- Update [EA.0.3.1] - 16-May-2026 - 16 May 2026
- 16.05.2026 Added - basic skin selection screen(work in progress); - underline for node references in descriptions (Null, Instant Message etc); - highlight effect for nodes in UI; - some new final art; - corrupted slots (visual only); DEV only - Immortal snail(corrupted aspect): adds 1 Immortal Snail to the board that moves towards you rather slowly; - Witness(corrupted aspect): Watchful Eye is added only past Stage 2; - several new nodes; Changed - Static Discharge(system): changed to : Drop 2(4) Trace and exhaust this node. : Ignores Reboot. //Drop 2 on Reveal was a little too good. I was always taking the node, and "Can't be refreshed" part never mattered. //this version has synergy with transform/refresh effects. It should be still ok in the early game as a 1 time Drop 2. //In the late game "Reveal: Drop 4" should be powerful enough to justify investing in refresh/transform (to all…
- Depth/Difficulty widget, new cores, and "rare" Data. - 4 May 2026
You might've heard about "caveman optimization" that presumably allows you to save tokens when talking to LLMs. I don't know whether it works or not, I don't use LLMs much, but it makes sense. Here ChatGPT itself explains it(taken from reddit): I was really struggling to write this update for some reason. I'm not a native speaker and I'm also a certified introvert, so public writing was always hard for me, but for this particular update I just couldn't write more than 2 sentences in one sitting. You probably can already guess where this is going... Less words, pictures more, game update EA.0.3.1 good. New Cores Tasty bird, crazy person, and a bad whether guy. All early, all give Actions, all fun. Move up - good. Move down - bad. Loki strong. Many codegates open. Was too strong for Depth-1. Depth-2 now it lives. Depth/Difficulty widgets Alex and Andrew make window pretty. Depth and Hard…
- Update [EA.0.3.1] - 03-May-2026 - 4 May 2026
- 03.05.2026 Added - Depth/Difficulty widget (map and run result screen); - Actions gained after the end of turn transfer to the next turn; Changed - all "animal" Data nodes moved to corrupted pool (Corwin, Tortilla, CrabD etc); - Divorce papers(data): moved to corrupted; - Persefone(core): reworked to "EOT refresh all and lose Core Strength per node refreshed"; - Free-rider(aspect): changed to ": You may move to any active System or Data node with Express." - Flood(system node): Limit removed, up to 2(4) spaces away condition added; - Reconnection Protocol(system node): changed to ": Reboot, then restore 1(2) Link."; Fixed - Polaris(core): Turn 2 transformation fixed; - Monty(core): didn't bite multiple times if Avatar was close; - Morning news(data): Singleton keyword tooltip; - Reminder+(system): Downtime 1; - Orion's belt fixed (again);
- Update [EA.0.3.0] - 25-Apr-2026 - 25 April 2026
Hey, this update is a little bit rushed because of the sale we had lined up with the festival. I'll write a proper community post in the next few days. There are quite a few things to talk about. Unfortunately, the new map locations (random upgrade or data node) still don't have visual effects attached, and there are some UI issues, like missing UI tooltips or Depth/Difficulty widgets. These are all minor and were not worth delaying the update (I hope). Please, let us know if you encounter any bugs. Updates like this are unnecessarily stressful. - 25.04.2026 Added - play window redesign; - start with corrupted nodes in System Grid and Data Pool (as many as the number of defeated bosses); - 5 early game cores (Zeus, Linus, Upvote, Downvote and Oliver); - more final art; Changed - Add Slots location: 5 slots for 100 credits; - Instant Message(data): Singleton added. condition removed; - H…