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Steam News28 May 20262mo ago

Update [EA.0.4.0] - 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

In this update4

Full notes

Full NET.CRAWL update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Store
  • UI and audio
changedIncludes changes from EA.0.3.2 that I haven't posted previously.
addedAddedbasic 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): [Activation]: Refresh or exhaust a target node. [If Avatar is here]: Express; - Navi(system): Teleport to a node in a straight line and activate it; - Remote Controller(system): Activate target node; - E-book(data): [Activation]: 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; - corrupted slot (visual only); _DEV only: - Family Photo(data): Singleton, Add 1 Callback and 1 Link. If Link is below half - repeat; - Spicy comment(data): Express, collect 0 data, then exhaust adjacent node; - somet
addedChangedLoophole Contract(data): reachable only when active; - Timebomb(system): reworked to only proc on Countdown; - Voice Mail(data): reworked into Remote, Singleton, Charged(2) [Activation]: Gain X Callbacks, [End of Turn]: Add 1 to Counter; - One+/Zero+ changed to trigger on [Reveal] as their Upgrade; - Static Discharge(system): changed to [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: Ignores Reboot. - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added; - False lead(system): tiny nerf to 2nd proc (3/5 and 4/7 instead 3/6 and 4/8); - Depth-2: 1/2/3 hidden hostile nodes depending on the difficulty; - selective difficulty increase at stages 4-9;
addedFixedBlackmail(system) didn't work; - Mnemonics(data) stopped working after an activation; - Loophole Contract(data): wasn't always reachable with Actions; - Null Checker was adding Nulls only on the first turn; - One/Zero were triggering on [Reboot] even if exhausted; - visual bugs with items; - same loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes; - 20 other small things;

NET.CRAWL changes

changedIncludes changes from EA.0.3.2 that I haven't posted previously.
addedbasic 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): [Activation]: Refresh or exhaust a target node. [If Avatar is here]: Express; - Navi(system): Teleport to a node in a straight line and activate it; - Remote Controller(system): Activate target node; - E-book(data): [Activation]: 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; - corrupted slot (visual only); _DEV only: - Family Photo(data): Singleton, Add 1 Callback and 1 Link. If Link is below half - repeat; - Spicy comment(data): Express, collect 0 data, then exhaust adjacent node; - somet
addedLoophole Contract(data): reachable only when active; - Timebomb(system): reworked to only proc on Countdown; - Voice Mail(data): reworked into Remote, Singleton, Charged(2) [Activation]: Gain X Callbacks, [End of Turn]: Add 1 to Counter; - One+/Zero+ changed to trigger on [Reveal] as their Upgrade; - Static Discharge(system): changed to [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: Ignores Reboot. - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added; - False lead(system): tiny nerf to 2nd proc (3/5 and 4/7 instead 3/6 and 4/8); - Depth-2: 1/2/3 hidden hostile nodes depending on the difficulty; - selective difficulty increase at stages 4-9;
addedBlackmail(system) didn't work; - Mnemonics(data) stopped working after an activation; - Loophole Contract(data): wasn't always reachable with Actions; - Null Checker was adding Nulls only on the first turn; - One/Zero were triggering on [Reboot] even if exhausted; - visual bugs with items; - same loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes; - 20 other small things;

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): [Activation]: Refresh or exhaust a target node. [If Avatar is here]: Express; - Navi(system): Teleport to a node in a straight line and activate it; - Remote Controller(system): Activate target node; - E-book(data): [Activation]: 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; - corrupted slot (visual only); _DEV only: - Family Photo(data): Singleton, Add 1 Callback and 1 Link. If Link is below half - repeat; - Spicy comment(data): Express, collect 0 data, then exhaust adjacent node; - somet

Changed

  • Loophole Contract(data)reachable only when active; - Timebomb(system): reworked to only proc on Countdown; - Voice Mail(data): reworked into Remote, Singleton, Charged(2) [Activation]: Gain X Callbacks, [End of Turn]: Add 1 to Counter; - One+/Zero+ changed to trigger on [Reveal] as their Upgrade; - Static Discharge(system): changed to [Reveal]: Drop 2(4) Trace and exhaust this node. [While exhausted]: Ignores Reboot. - Quarantine(system): Light rework. [Reveal] trigger and "Can't be refreshed" added. Exhaust 1 instead of 2; - Lorem Ipsum(data): [Activation] removed, [Refresh] trigger added; - False lead(system): tiny nerf to 2nd proc (3/5 and 4/7 instead 3/6 and 4/8); - Depth-2: 1/2/3 hidden hostile nodes depending on the difficulty; - selective difficulty increase at stages 4-9;

Fixed

  • Blackmail(system) didn't work; - Mnemonics(data) stopped working after an activation; - Loophole Contract(data): wasn't always reachable with Actions; - Null Checker was adding Nulls only on the first turn; - One/Zero were triggering on [Reboot] even if exhausted; - visual bugs with items; - same loot node during 2nd Depth; - invaders spawn positions; - Downvote/Upvote not reacting to moves over exhausted nodes; - 20 other small things;

Known issue

  • Paco level generation will ignore additional nodes (from Nullptr and corrupted aspects) ;

Source

Steam News / 28 May 2026

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