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Watch trailer on Steam ↗NET.CRAWL
Everyone is Solid · Published by Everyone is Solid
Very Positive — 97% positive (60 reviews) · 21 achievements
Last updated 28 Sept 2026
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.
£7.49
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Price history
Indie, RPG, Strategy · 2026 · More £5 - £15 games
In NET.CRAWL, guide the White Rabbit through treacherous digital mazes, building your way to victory on every run. With unique bosses and replayable combos, this 2026 indie RPG keeps the challenge fresh.
About this game
NET.CRAWL is a deck-building puzzle roguelike played on a hexagonal grid. Moving into a hex(node) activates it and triggers its effect.
Blue nodes give you Data. Yellow nodes - Credits.
Green nodes are your personal toolbox, with effects ranging from basic defense to creative rule bending.
Red nodes are hostile. They will cause you all sorts of trouble.
And then there are the purple ones. The Cores. Mini-bosses, each with its own unique ability or victory condition. They are very powerful, almost game-breaking. You won't be able to defeat them without a tailored strategy.

Nodes of all types are mixed together to create levels with endless opportunities for combos and synergies. Each level is dynamically assembled from two grids (blue and green) that you draft as part of between-level progression.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: 2.0 Ghz
- Memory: 4 GB RAM
- Graphics: DirectX 11 or Vulkan compatible, 1 GB VRAM
- DirectX: Version 11
- Storage: 1 GB available space
Recommended
- Graphics: 1Gb Video Memory
Supported Languages
Latest news
AnnouncementsOfficial
New Content for testing in the _dev branch
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. {STEAM_CLAN_IMAGE}/45004403/d9d6e7defae25fab00116c1dfcf9b7f77219834c.png 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 at least 120 new pieces. To keep track of the challenge I've created another public Trello board: NET.CRAWL: Content-120 You are more than welcome to take a look(it's a chaos). I'll be posting about my progress on Discord regularly, and I plan to make a similar post on Steam once I reach the halfway point. So, let's talk a little bit about the new content and how it came to be. Diving Mask (system) : Teleport to target exhausted node and refresh it. Diving Mask+ Multiuse(2) : Teleport to target exhausted node and refresh it. This is very similar to Rocket Boots. Single-target exhaust/refresh isn't powerful enough to justify spending an Action. Adding a movement effect improves the value by a lot. Combos with Speech Recognition/Self-Reference, distance-related things, and any effect. I'm also trying to establish a theme where "diving"(water) is somehow related to exhausted nodes (Triton, Diver, Flood), and this plays nicely into that. Walkie Talkie (system) Express : Set Callbacks to 2. Walkie Talkie+ Express, Mu...Read full article on Community Announcements (obsolete_one)Patch NotesOfficial
Hotfix [REL.1.1.3] - 16.09.2026
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;Read full article on Community Announcements (obsolete_one)Patch NotesOfficial
Update [REL.1.1.2] - 10.09.2026
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;Read full article on Community Announcements (obsolete)Patch NotesOfficial
1.1 Update: No More Missing Deadlines
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. {STEAM_CLAN_IMAGE}/45004403/183274266ce72cec4865ccba75a35c0a33ed2d5f.png We mostly succeeded with that, although there was one node that didn't make it into the release build. That node was: {STEAM_CLAN_IMAGE}/45004403/48d5bac0e09cfff896bb6fab764fd79127102c2a.png 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, there will be semi-regular updates of different sizes leading to the final 2.0 Update some time next year or even later. I think we should be able to add at least a hundred more smaller things (nodes/aspects/items) into the game without compromising its essence. But content for NET.CRAWL can be really unpredictable. Cores often require multiple redesigns, the right artwork occasionally takes weeks to find, and, of course, there are always technical issues plus good old not being smart enough to handle all the complexity. A hundred isn't a low number either. What I'm trying to say is that there's too much uncertainty at the moment to make concrete promises about the update's cadence. I wanted to make this clear. The next 3 months, I'll be mostly in the _dev branch, designing new content. There will be smaller updates to the release branch, but the exciting stuff will have to wait until version 1.5. With that out of the way, let's talk about ...Read full article on Community Announcements (obsolete)Patch NotesOfficial
Update [REL.1.1.0] - 03.09.2026
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); - paywall to enter Depth-3 (4/6/8/10 Crystals, same as for Depth-2); - 2 experimental "secret" achievements (for Dynamic library and Charging Station); - "Unlock All" button; Changed - Triton(core): reworked to lose strength from node refreshes; - Max difficulty Trace modifier: : Add 1 Trace (X = current Stage); - Broken record reworked(corrupted Data node): light rework (infinite Multiuse via self-refresh); - Static Discharge(system): trigger added; - Archivist and Curator(aspects): small nerf, proc only on unique visits (per turn); - Dial-up(aspect): light nerf (Turn Start: Alert if was used 3+ times on the previous turn); - chkdsk(aspect): small rework, "in a row" condition replaced with "3 unique exhausted nodes"; - Grounding(aspect): "reduce maximum Link by 1" added; - Beholders(Depth-3): encounter and the node itself streamlined; - SPLT-1: add 1 Trace on activation; - starting selection of Corrupted aspects will have at least one uncleared aspect (to make achievement hunting easier); - Total Biscuit(corrupted aspect): number of Cookies reduced; - Mayson (chatbot core): light ...Read full article on Community Announcements (obsolete)






