
CODE OR DIE! Hack enemy systems & survive the security response by engineering lethal bullet-heaven algorithms. Your brain power determines your firepower across 190+ programming nodes. Debug your failures. Optimize your code. Complete the heist. HACK THE PLANET!
Modeled estimate, not a reported figure. How we estimate →
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About
Welcome, Hacker!
Net.Attack() is a bullet-heaven roguelite where you visually program your own attack algorithms using 190+ drag-and-drop nodes, then watch them execute in real-time combat against security system hordes.

Build devastating attack algorithms using drag-and-drop programming nodes. Chain triggers, branch conditionals, and loop executions to create thousands of unique combinations. Your custom code unleashes bullet-heaven chaos automatically. You focus on strategy and survival while your algorithms execute.

Chain nodes to spawn projectiles that multiply on impact. Let the enemies shoot at each other or loop execution to create sustained area-of-effect devastation.

Break into hostile systems across multiple regions in a near-future cyberwar. Each region presents unique security protocols and escalating difficulty levels.

Face relentless waves of security countermeasures in fast-paced bullet-heaven combat. Your custom-coded algorithms execute automatically based on the logic you engineer, unleashing storms of projectiles while you navigate the chaos. Each run pushes your builds to their breaking point.

Choose from multiple hacker characters, each with unique starting abilities and specializations. Potentially unlock nodes from other sets for even more complex combinations. Find your playstyle and engineer your personal path to dominance.
Collect DarkBits# with each chip extraction and exchange them on the DarkMarket for new operatives and permanent power upgrades across runs. Uncover additional regions as you progress and gather bonus currency by completing missions like the Daily Challenge.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, Traditional Chinese*, Korean*, German*, French*, Spanish - Spain*, Portuguese - Brazil**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The game gives me mixed feelings about whether it is a good game or not. I first played it at TwitchCon, and I was like: "I have to buy this game." Now that I am further into the game, I feel like it is missing some things that make progression hard for me. As a non-native English speaker, this game is a challenge language-wise. The tutorial is too long and sometimes hard to understand. I think the game would benefit from a simulation or preview system for the nodes. Being able to see what a node does before picking it would make the game much easier to understand and would help players make better choices. I still enjoy the game, but at the moment I spend more time trying to understand the game thane have fun with it
I’m genuinely impressed. As someone with little programming experience, I was worried the visual node system would be intimidating—but it’s incredibly intuitive. The drag-and-drop interface lets you experiment freely, and I’ve actually picked up some useful logic concepts that translate well to Python and GDScript. No prior coding knowledge is needed; just play around and see what happens. What keeps it fresh after dozens of runs is the sheer variety. With 190+ nodes, 13 characters, modifiers, and enhancements, I keep discovering new synergies. It never feels stagnant. The roguelite loop is also refreshingly non-punishing—failures don’t feel like dead ends. A quick trip to the Dark Market to upgrade or swapping characters keeps the momentum going. The “no RNG” claim isn’t 100% accurate (you do get random node drops and enemy loot), but it’s fair. Getting lucky early can turn a run into a power fantasy, but skill and smart node chaining still matter. The difficulty curve is challenging but fair—even for a non-pro gamer like me. Roadblocks exist, but they’re surmountable with persistence. Each character feels distinct, boosting different node families, which encourages finding a playstyle that matches your thinking (or blasting) preferences. And for Linux users: it runs flawlessly on Arch. No tweaks needed.
I wanted to like this game and I did for a little bit. Combining different nodes to make powerful weapons is fun. The problem is that this is pretty much the limit of the fun in the game. The level design is basically nonexistent. Every level is nearly identical with just some minor visual changes. Likewise, the enemies are all very samey. Each run consists of a series of layers (it's always been 7 so far, not sure if that changes at some point). You get a set amount of time on each layer. Each layer consists of fighting off enemies while you wander around to specific points to download data which maps to a meta-currency you use for permanent progression. When the time runs out, you go to the exit. Rinse and repeat until you finish layer 7 and you're done. The biggest problem with this is that there is almost no variety. There are a small number of different weapon types (a single shot, a damage area, a spinning projectile, and a mine) so your build is nearly identical each run. There's nothing like Vampire Survivor where you have a wide variety of different weapons and playstyles. The level up rewards are all simple stat boosts (increased range, damage, etc.). They don't meaningfully change the feel of a run. There's also nothing like Vampire Survivors' evolution system. There's nothing you're ever trying to achieve with your build. There's no thoughts of, "Oh, if I can find X item then I can do Y." Again, very samey. Speaking of Vampire Survivors, part of what made that game great was the relics and exploration. The levels are large and you can learn them and use them to your advantage. They also contain secrets, like coffins that unlock other characters or relics that unlock features. There's nothing like that in this game. There is nothing to drive me to explore or play the next level other than the progression treadmill. And that progression treadmill is sloooooooow. I'm 4 hours in and I've only managed to get a single character to their first upgrade and I've barely scratched the surface of the permanent upgrades. It's going to easily take 100+ hours to grind through everything. I'll say this. I paid $4 for the game and I got $4 worth of value out of it. If the game looks at all interesting to you and you can find it for cheap, go for it. Just know what to expect.
Despite there being multiple new mechanics and characters- the game is arguably less fun now than it was roughly a year back between the total removal of 'looping' code and the devs having seemingly missed the forest for the trees in attempting to balance away 'broken' builds that took luck and effort rather than add content that could stand up to recursive self propagating lasers, coin farming operations of unholy size, and whatever other nonsense the top 1% of players got up to. I can't recommend the game at this time.
[h2]A Wasted Great Idea[/h2] Net.Attack stumbled badly with its Roguelike elements, and that’s a flaw that overshadows much of the experience. The game’s modular effects and programming logic, where you splice together inputs, outputs, and modifiers to enhance your damage or survivability, are genuinely interesting. Like... Seriously? Well done. The satisfaction comes from cleverly combining values and effects, making each run potentially more unique than the last in how you approach the RNG challenge of mixing around these modules. Unfortunately, the Roguelike foundation lets everything down. Each run is a slog through the same uninspired motherboard stage, fighting the same repetitive enemies, and waiting for them to wander close enough for you to wipe them out with your optimized build. There’s no real sense of discovery, escalation, or tension, just a satisfyingly slow crawl. Even the promise of unlocking new characters or game modes in the future doesn’t do much to relieve the monotony. Ultimately, Net.Attack’s core gameplay loop is simply not fun or rewarding enough to make you want to keep playing. But that logic behing the programming again, top tier stuff. It's just unfortunate that the rest of the game couldn't live up to that same level of creativity. [b]Video Review TBD[/b] https://youtu.be/jm9f5cgzfus [quote] Please consider following my [url=https://store.steampowered.com/curator/41005226/]Curation page[/url]. I cover a wide range of genres both paid and unpaid, providing unbiased opinions as well as regular giveaway events. [/quote]
An update just dropped which claimed to add "controller support". This is a lie. The update allows controllers to use the same (clunky, bug-riddled) mouse and keyboard interface using the analog stick and A button. That is not "support". There are no menus or grids, you just have to try to drag and drop, and hope the random tooltips don't get in the way of where you want to place things. Even the Level Up screen, which has 3 options and should have been low hanging fruit, is selected from using the cursor. The patch notes state things that are flat-out incorrect, such as "Tooltips are no longer displayed when dragging or connecting a node". They also specifically mention an improved experience for Steam Deck players, but the lag on that system renders it effectively unplayable. It's a shame because before this update, if I had been intending to play while sitting at a desktop computer, it probably would have been a thumbs up, but deceptively trying to sneak a slice of the Steam Deck pie without actually working for it is something that potential buyers now have to be warned against.
Fun game. I like the theme, the nodes / attack management, etc. It can improve on performance, movement keys "get stuck" sometimes, but these issues may be because I'm playing on Linux with Steam installed via Flatpak.
想法很有趣 [h3]但是生怪的数值(数量/血量)过于离谱了[/h3] 当局外点满的情况下 仍然要靠各种抽节点的方式往下进行 我在怀疑开发者没有测试过每只角色 要么就加入更多的局外成长 要么就削数值 [h3]另一个问题在于回血[/h3] 接续上面所说 在怪刷的颇多的情况下 玩家只能通过移动来躲避攻击 而单一的回血方式限制了玩家很难拿到血包 而不选角抽到节点的概率又太小了 [h3]还有神奇的观察器设计[/h3] 可以掉我倒是认为这是设计的一部分 但是往往画面是捡上就掉,掉了再捡 建议加一些“无敌”的时间 [hr][/hr] [b]其他可能是小问题[/b] 诸如游戏某些节点在一起引发连锁效应之后,游戏就会变得超级卡之类的 某些角色自带的节点太弱,只能靠选择其他角色的节点来进行游戏 但是相比上面的游戏性的问题,这种问题就微不足道了
Good in theory but in practice turns out pretty bland and boring
很好玩,很爽的割草肉鸽; 数值略微有点宽容,基本不怎么用动脑筋,这点有点可惜,不过爽就完事了。 但是范围遍历一多以后好卡,有点折磨,我笔记本上玩到后面卡的一笔,换台式照样卡。 解锁配件池多了以后反而很难玩到想玩的配件了,这个有点多劳多吃瘪的意思了。 量有点不够玩,但是都这个价格了,那还说啥了,期待作者整点新作。 另外其实一开始买的时候我还以为游戏是解锁接口,然后逻辑需要自己码这种玩法,结果拉线就可以了。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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