Take control of a high-contrast terminal in System.Execute, a retro-styled incremental idle game. Generate FLOPS, upgrade through 15 tiers of hardware, prestige into Neural Weights, install optimization nodes, choose an endgame Protocol, and climb the global leaderboard.

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Early Access -peli

Voit pelata näitä pelejä viipymättä – jo niiden kehitysvaiheessa.

Huomaa: Early Access -pelit ovat keskeneräisiä ja saattavat vielä muuttua. Jos et halua pelata peliä sen tämänhetkisessä tilassa, odota ja tarkista peli myöhemmin uudelleen. Lue lisää

Kehittäjien kertomaa:

Miksi Early Access?

System.Execute is complete at its core, but idle games live and die by their pacing. Early Access lets real players tell me where the game drags, where it clicks, and what they want more of. I'd rather tune the experience with the community than ship a "finished" game that misses the mark.

Miten kauan peli tulee arviolta olemaan Early Access -vaiheessa?

Targeting 3 to 6 months. The game is already fully playable end-to-end, so this isn't about finishing it. It's about refining it with real player feedback before calling it 1.0.

Millä tavoin lopullinen versio tulee eroamaan Early Access -versiosta?

I plan to expand the endgame with additional prestige protocol options, deepen the narrative milestone system, and add more Steam achievements. Balance passes on late-game progression will be driven directly by what Early Access players actually encounter. The core loop, all three protocols, and the global leaderboard are fully in place now.

Mikä on Early Access -version tila tällä hetkellä?

Fully playable from start to endgame. All three prestige protocols (Shepherd, Maximizer, Void) are implemented with 10 rank tiers each and unique narrative progressions. The game includes a global leaderboard, multiple save slots with integrity checking, offline earnings, and Steam achievements. This is a polished, stable build, not a prototype.

Muuttuuko pelin hinta Early Access -vaiheen jälkeen?

I plan to raise the price slightly when leaving Early Access, as a thank-you to early supporters. If you're buying now, you're getting the best deal.

Miten yhteisö otetaan mukaan kehitysprosessiin?

Primarily through the Steam Community Hub. I'll be reading discussions, bug reports, and suggestions personally. Balance changes and new content will be shaped by what players actually encounter in their runs, not just what I assumed would work in development.
Lue lisää

Osta System.Execute

 
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Tietoa pelistä

System.Execute starts simple. You get a terminal, a cheap laptop, and a button that generates FLOPS. You buy better hardware, the numbers climb, and it feels like every other idle game you have played.

It doesn't stay that way.

The terminal isn't just a visual theme. You can type into it, navigate a filesystem full of encrypted files and system logs, and discover commands the game never tells you about. It syntax-highlights what you type, autocompletes commands, and lets you click through directories like a real shell. As your FLOPS grow, firewalls start gating your next hardware tier behind timed typing challenges that demand precision under pressure. There's a prestige system that gives you Neural Weights, a permanent currency that carries across resets, but spending it on optimization nodes is irreversible and directly weakens your multiplier. Every unlock is a trade-off.

Eventually the game asks you to choose a protocol. Three paths, each permanent, each one reshaping the interface, the mechanics, the narrative, and what the terminal starts saying to you. One path favors control. One favors aggression. One asks you to sacrifice what you've built. Behind each protocol is a 10-rank progression track with scaling bonuses, exclusive narrative beats, and visual effects that deepen the further you go.

Hardware isn't just about buying the next tier. Each piece of equipment tracks ownership milestones that unlock stacking bonuses the deeper you invest. Research protocols let you pour FLOPS back into completed tiers for permanent multipliers that reset on prestige, adding another layer to the push-and-pull of when to reboot.

The story lives in the margins. Milestone logs, creepy fragments, and protocol-specific narrative lines surface as you play. You don't need to engage with any of it, but it's there, watching your numbers the same way you are.

86 Steam achievements across 7 categories. Global leaderboards spanning 7 ranked stats with Steam profile links. 5 save slots with Cloud sync and offline earnings. Original soundtrack by Sebastien "bash" de Carbonnel. Full keyboard shortcut and accessibility support. Runs well on low-end hardware.

CREDITS

  • Development: TM Hospitality Strategies
  • Music: Sebastien "bash" de Carbonnel
  • Audio Engine: Tone.js
  • Big Number Support: break_infinity.js
  • Typography: Fira Code, Roboto Mono
  • Early Access players are permanently listed in the credits.

Tiedote tekoälysisällöstä

Kehittäjät kuvailevat pelissään käytettävää tekoälysisältöä seuraavasti:

Some visual assets in this game, including achievement icons, store page graphics, and decorative textures, were created with the assistance of generative AI image tools. AI coding assistants were also used during development. All AI-generated content was reviewed, edited, and curated by the developer.

Järjestelmävaatimukset

    Vähintään:
    • Käyttöjärjestelmä: Windows 10
    • Suoritin: 2.0 GHz Dual Core
    • Muisti: 2 GB RAM
    • Grafiikka: Integrated Graphics
    • Tallennus: 250 MB kiintolevytilaa
    • Äänikortti: Windows Compatible Sound Card
    • Lisätietoja: System.Execute is highly optimized, but modern browsers/Electron wrappers benefit from hardware acceleration for visual effects.
    Suositus:
    • Käyttöjärjestelmä: Windows 11
    • Suoritin: 3.0 GHz Quad Core
    • Muisti: 4 GB RAM
    • Grafiikka: NVIDIA GeForce GTX 660 / AMD Radeon HD 7850 or better
    • Tallennus: 500 MB kiintolevytilaa
    • Äänikortti: Windows Compatible Sound Card
    • Lisätietoja: System.Execute is highly optimized, but modern browsers/Electron wrappers benefit from hardware acceleration for visual effects.

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