Last 7 days
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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96% positive of 55 · Very Positive · Live from Steam
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Free on Steam. The demo has its own app, so its players are counted separately.
NET.CRAWL is a grid-building roguelike about a White Rabbit trapped in an unfriendly cyberspace. Dive deep into a bizarre digital world where levels are built with the nodes you drafted. Short runs, satisfying combos, dozens of unique bosses, and a ton of replayability.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 96% on 2026-11-01 → 96% today (55 reviews)
No authorized Steam key store lists this game right now.
Works, but may need extra effort. Results from Valve's own testing.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Current development branch.
Pre-release testing
It's been a month without updates to the release branch. We are about to change that. REL.1.2.0rc4 is available to test in the _beta branch. It should be stable, and it will use your regular save file. (_dev branch creates a separate save file). The update is …
This is a _dev-only update, mostly for accountability and to mark the end of the week. I'm about 40/120 on the new content in the _dev branch (see here). There are no new Cores yet, but the new nodes and items feel fresh and fun to use. Aspects not as much, bu…
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(nod…
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 …
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, alt…
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 toda…
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 fre…
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 l…
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 s…
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 st…