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Steam News16 May 20263mo ago

Update [EA.0.3.1] - 16-May-2026

[EA.0.3.2] - 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; - corru

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Full NET.CRAWL update

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What changed

0 fixes2 additions1 change0 removals
  • Store
  • UI and audio
  • Gameplay
addedAddedbasic 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;
addedChangedStatic Discharge(system): changed to [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: 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 allow multiple uses). - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; //Thematically "This and adjacent nodes can't be refreshed" sounds better, //but it will break too many interactions without providing much value to the player - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added;
changedFixedsame loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes;

NET.CRAWL changes

addedbasic 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;
addedStatic Discharge(system): changed to [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: 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 allow multiple uses). - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; //Thematically "This and adjacent nodes can't be refreshed" sounds better, //but it will break too many interactions without providing much value to the player - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added;
changedsame loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes;

[EA.0.3.2] - 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 [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: 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 allow multiple uses). - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; //Thematically "This and adjacent nodes can't be refreshed" sounds better, //but it will break too many interactions without providing much value to the player - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added;

Fixed

  • same loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes;

Source

Steam News / 16 May 2026

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