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NET.CRAWLNews1.0 Release
Major update

1.0 Release

NET.CRAWL · published 3 Aug 2026, 23:19 UTC

All newsPlayers around this dateRead on Steam

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 little bit.

If you are new here:

There is a demo, and the first 2–3 hours are identical to the full game. You can safely start there. The game is hard to gauge from the outside. Play the demo. Based on my stats, it usually takes less than 5 minutes for someone to figure out whether the game is for them.

If you are among those 10% who completed the Early Access in full:

First of all, glad to see you again, friends. Depth-3 was added for you to explore, and you are guaranteed to see some new stuff on the way there. There are Pro difficulty achievements, which I believe are worth completing once each.

Unfortunately, challenges aren't ready yet. But there will be updates. I have no desire to turn NET.CRAWL into a 100+ hour game, let alone 300+. But we still haven't reached a point where it's a "guaranteed" 25 hours of good fun for a hardcore "strategy" gamer (whatever that is).

If you were waiting for 1.0 to avoid playing in Early Access:

Hmm, that's the tough one. I genuinely believe that waiting just a little bit won't make much of a difference. Waiting a full year should make a lot more difference, but that's like refusing to play a board game because there will be an expansion next year.

The game is in a very good spot -the best it has ever been.
Some of the fresh QoL features are amazing (I'm talking about the logging window). Controller support is pretty smooth, new nodes and aspects are pretty fun. The balance is better overall, and there are fewer rough edges.
But it's not the final and the best version of the game. No. That being said, I plan to focus much more on adding new stuff, and change things less often than during the EA period.
In fact, once we wrap up some post-release polishing, I plan to lock myself in the _dev branch until 1.5. That's the plan.

To everyone who sent us feedback during EA/playtest

Thank you. Your insights shaped this game more than you know.

None of the above:


There's a comment section under the post. Ask me anything about the project.
I'd be happy to answer. Tomorrow. Now I need to get some sleep.

Thanks for reading.

ps. I almost forgot. The updated roadmap is here (it's a trello board):

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Game update10 Sep 2026Update [REL.1.1.2] - 10.09.2026Smallish 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 ridiculousl…In-game event5 Sep 20261.1 Update: No More Missing DeadlinesWhen 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, although there was one node that didn't make it into the release build. That node was: I find it quite ironic that the one node which didn't…Game update3 Sep 2026Update [REL.1.1.0] - 03.09.2026This 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,…