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Node Farm

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Node Farm

ByerN · Published by ByerN

Very Positive — 81% positive (80 reviews) · 52 achievements

Last updated 28 Sept 2026

Node Farm is 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!

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£9.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £9.99 · Highest: £9.9912 Oct 2026

Indie, Simulation, Strategy, Casual · 2024 · More £5 - £15 games

Explore diverse islands and expand your farm by connecting nodes in Node Farm. Discover unique vegetables and automate your harvests for profit in this casual and indie simulation experience from ByerN.

About this game

Automated Node-based Farm Simulator

Do you like farming simulators? Automation? Strategy? Roguelites? Cozy vibes?

You can find it all here!

Simple and Relaxing Complexity

It's simple. Just connect nodes and watch your farm grow! Mechanics may be simple to get into but the possibilities are limited only by your imagination. Experiment with the nodes, and find your own best way to maximize the profit!

Strategy and Resource Management

Prices in the veggie market are constantly changing. Adapt your farm to the market and make it work for you!

Replayable Roguelite Experience

Buy new islands, discover new nodes, and move your progress between farms in a procedurally generated replayable experience!

Coming Soon!

Make sure to WISHLIST the game and maybe join my server if you are interested!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7 or later
  • Processor: Intel Core 2 Duo E6320 (2*1866) or equivalent
  • Memory: 4 GB RAM
  • Graphics: GeForce 7600 GS (512 MB) or equivalent
  • Storage: 500 MB available space

Supported Languages

English*, Polish*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Node Farm - v2.1 - Rotate, Flip and more!

    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 = x1.56. It was too OP when multiplier buffs were enabled. If you find any issues/would like to share your feedback/or just talk about the game - you can catch me on Steam Discussions or Node Farm Discord Server! Thank you all for your support and have fun!
    Read full article on Community Announcements (ByerN)
  • AnnouncementsOfficial

    Node Farm - v2.0 - Big Farm mode!

    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 resources/dishes. The difficulty level is increasing along with the Farm Level. After leveling up, you will be rewarded with an unlocked node (only for this run) and a global modifier. You can still unlock nodes in metaprogression so they will be available from the beginning of Big Farm mode. When you finish all bosses (50+), you will unlock the next level of NewGame+ with much harder, procedurally generated challenges. You can also play endlessly if you would like to. Big Farm boss is also selling a resource/dish that you provide to him, to markets are useful only if the boss is not requesting this particular dish. I had to make some changes in balance for this mode, so the metapoints income here is 3x smaller and there is no first recipe bonus. Cats are scaling better in this mode (depending on how many you have them on the boss island) Storage to Storage transport is enabled in this mode by default. (can be disabled in the settings) It is a lot of fun to play! One Way Connections You probably remember the One-Way Road node. I like how it works but I found it a little clunky, so now ...
    Read full article on Community Announcements (ByerN)
  • Patch NotesOfficial

    Node Farm - v1.8 - Copy/Paste/Blueprints + Storage improvements!

    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 racing like the one mentioned in the previous update. They still send resources if far away and closer storage has no resources (as it is an expected behavior). Improvement: a mention in the wiki about resource transport - all resources are pushed by the producer nodes, not pulled by consumer nodes. It was not clear before. Example of the text to copy-paste into the game in the blueprints view (you can use CTRL+C/CTRL+V there too): YXc4a2VWREw2anVDYXN2ZGpHZXVWa0hUeVB6Qjhub3drWVIySFhWaWF3Y2JRUytWTjFFUlBHa215VTNubDZEdVYzaDBBODk3UFY1eG9JT2ppR2NNbGxDZW53cG1MQVNkb2huWXJibGp2d0V5THJQSGt3VDNnbTZKR3BDOEdRNlpyUVdoWXpycDJTR1FXSTc0Uy83b2JUdGpJMEpFV2c2bFFaeGE4THhMZlNxNXlZV2tzUmJjTE5wV0hoN0FwRmlYRVBjYTVnUXZFTndmbUlTMWN3ZHltTEFlYW5od1U4OURJRFlhN3FsWHhhV2NMQjJMT2NkeVRlcTVaRkdkcDgwaThHVzF6LzVQRmxFRHlscERJcFh0L3RPSzRrb0E1UndraUxpdnhKSDFjOTI2cURuci9OZ1BDNlFmWHc3T1RlRUpvakV0Skl0T1NFR2NPa2dqUmZ6M3FrVy9vVklpWEk1SkpkdUdUbUFtUEpHVWZ3TzZFMW5kLzNOUnVRUGUwMmhKWDBvZk45bWd5VmJDNk1oTVBlUVVmL3ZnTXh3VFR5NS9TZmppeUhNZVEwcTNsNER6SENYbXZCWXhwb1RsWkZHWlhNd2JJaTV4Q3R4bnF4ellDTWNyUzZ1YVJPVERsYnBFRkwvL0lORDh4cjNvb3E3WUtIT...
    Read full article on Community Announcements (ByerN)
  • Patch NotesOfficial

    Node Farm - v1.7 - A lot of new things based on your feedback!

    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 previous algorithms for chest optimization and just made them try to send resources instantly. As a result, they are sending resources before the production nodes, so they are more useful as a buffer. I've seen that in some specific farm layouts, they can still race with other storages, but it may be not the case in most of the cases. (fixed in v1.8 - now there are no issues) New: throughput meter node - a new node that counts resources that go through it and can trigger a signal based on the thresholds you configure. Improvement: multiselect improvements - now you can hold CTRL+SHIFT for more advanced multi node selection. You can start on other nodes; the selection is not resetting, so you can select nodes in different places with a few mouse drags; you can deselect selected nodes if you try to select them again - it works like in other similar tools. Additionally, the selection is not automatically removed after placement. New: bonus islands - you can buy an additional island when the boss island is on the map. On each meta progression page, you can increase a bonus island value (max 6 fo...
    Read full article on Community Announcements (ByerN)
  • Patch NotesOfficial

    Node Farm - v1.6 - QoL update!

    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 - not after checking a wiki. Improvement: It is possible to go back to the "save slots" from the "main menu" A short video showcasing the changes: It will be the last update this year but don't worry - I am planning something big :D Thank you all for your support, have fun, and Happy New Year!
    Read full article on Community Announcements (ByerN)

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