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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早期アクセスゲーム

今すぐアクセスしてプレイし、ゲームの開発プロセスに参加しよう。

注:早期アクセスのゲームは未完成であり、これから変わることも変わらないこともありえます。現段階でこのゲームのプレイに満足できないと思われる場合は、 開発がさらに進捗するまで待つことをお勧めします。詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“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.”

大体どのくらいの期間このゲームを早期アクセスにする予定ですか?

“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.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“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.”

早期アクセスバージョンの現状はどうなっていますか?

“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.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“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.”

コミュニティは開発プロセスにどのように関わることができますか?

“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.”
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このゲームの掲示板でバグを報告したりフィードバックを残そう

このゲームについて

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.

AI生成コンテンツの開示

開発者は、ゲームでのAI生成コンテンツの使用について次のように説明しています。

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.

システム要件

    最低:
    • OS: Windows 10
    • プロセッサー: 2.0 GHz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: Integrated Graphics
    • ストレージ: 250 MB の空き容量
    • サウンドカード: Windows Compatible Sound Card
    • 追記事項: System.Execute is highly optimized, but modern browsers/Electron wrappers benefit from hardware acceleration for visual effects.
    推奨:
    • OS: Windows 11
    • プロセッサー: 3.0 GHz Quad Core
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA GeForce GTX 660 / AMD Radeon HD 7850 or better
    • ストレージ: 500 MB の空き容量
    • サウンドカード: Windows Compatible Sound Card
    • 追記事項: System.Execute is highly optimized, but modern browsers/Electron wrappers benefit from hardware acceleration for visual effects.

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