Still reading? No time to talk. TO THE FRONT. A phosphorescent swarm is devouring everything in its path and Node 52 is next. Your base is a tree: grow it, turn it, dig in, HOLD. A million, a billion, who cares. Kill them all.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I am one developer. NodeFeat is playable today as a complete single-player game, and Early Access is how I take it to version 1.0 with players instead of alone.

What you get today: a tower defense where the base is a tree. Every turret is a node: move one and its branch follows, grow one and new turrets sprout. The enemy is a swarm simulated body by body, and it moves like a fluid: it flows around your base, piles up where it is blocked, climbs where it is squeezed. That is in the game now, with no placeholder.

My goals for Early Access, in order:

1. Balancing: the incremental and roguelite side of the game, seeds, node tiers, enchantments, economy, difficulty modes. Every run comes from a seed, so a player who posts a seed hands me the exact siege they fought.

2. Performance, on as many machines as possible. I can only measure it on mine.

3. Multiplayer: the three additions that make the full game (mobile units, countermeasures, asymmetric co-op), tested on a public beta branch first. Solo play does not wait on it.

4. Version 1.0, when the rules stop changing. Target: first half of 2028.

What I commit to: regular updates with a changelog that says what players reported and what changed. Answers in the Steam discussions. Nothing already in the game removed or moved behind a paywall. If something needs more time, I say so on this page. NodeFeat is the only game I am building until 1.0.

Buy it for what it is today.”

Approximately how long will this game be in Early Access?

“About a year. Early Access opens on 23 March 2027 and I am aiming for version 1.0 in the first half of 2028.

The three additions ship in this order: mobile units, then countermeasures, then co-op. Version 1.0 is when the rules stop changing. If co-op needs longer, I will say so on this page rather than ship it thin.

How is the full version planned to differ from the Early Access version?



Mobile units. Today the site defends itself: the tree grows, turns, digs in and holds. The full version adds units that leave it, on the ground, on the water and in the air. What you send out is no longer defending you.

Countermeasures. The swarm does not only bite. It leaves things behind in your branches, and the full version gives you the tools to answer that.

Asymmetric co-op. One player commands the site from above. The others are down there in bodies. Nobody picks a role in a lobby: select nothing and you command, select one unit and you are in it.

Alongside those: balance driven by what players report. Nothing in the Early Access build gets removed for the full version, and nothing already in it moves behind a paywall.

What is the current state of the Early Access version?

“Playable and complete as a single-player game. No vertical slice, no placeholder: what is in is in whole, what is out is absent.

In the build: the site of Node 52 and its nine sectors, laid out from your run seed, so no two runs are the same site. The tree, grown one node at a time, with three weapon lines of ten tiers each and six enchantments on top. Four kinds of enemy bodies, mixed into every contact, every one of them simulated individually. Seven attack vectors, announced before they hit. Real-time terraforming, and a swarm that reads the ground like a fluid. Seventeen environment mutations that stack between contacts. Four difficulty modes that change how long the site remembers, not how hard it hits. Two views: full HD, and a monochrome tactical screen at full parity. A soundtrack generated live. Interface in English, French, German, Simplified Chinese and Japanese.

Not in the build: multiplayer. It is absent, not disabled, and nothing in the single-player game waits on it.

Will the game be priced differently during and after Early Access?

“Yes. The Early Access price is the lowest price NodeFeat will have. It goes up once, when the game reaches version 1.0, and not on every update in between. Buying during Early Access is how you get that discount, and everyone who does gets version 1.0 at no extra cost.

How are you planning on involving the Community in your development process?

“Every run comes from a seed, and the seed is part of the game. A player who posts a seed in the Steam discussions hands me the exact site they played: same layout, same disasters, same fight. A report becomes something I reproduce in a minute. That is why the discussions are the bug tracker and the balance tracker for this game.

I read them and answer there. Every update ships with a changelog that says what a player reported and what changed because of it. Difficulty and cost curves get tuned from what players actually do. Performance reports, with your hardware and settings, are the other thing I will ask for.

Co-op goes to a public beta branch, open to anyone who owns the game, before it goes to everybody. It lives or dies on what it feels like between two people, and I will not find that out alone.

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Planned Release Date: 2027

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About This Game

YOU'RE STILL READING?

No time to talk, operator. TO THE FRONT.

We hit an anomaly at NODE 52. Something came over the ridge: a phosphorescent swarm, and it is devouring everything in its path. Rock. Steel. The garrison. Go and see what the hell is going on down there.

HOW MANY? WHO CARES.

A million. A billion. A trillion. It changes NOTHING about your orders. Every light out there is one body. Not an effect, not a texture. One body, and they have to be killed one at a time. So kill them all. THE FUTURE OF HUMANITY IS IN YOUR HANDS.

YOUR ORDERS

GROW.The base at Node 52 is a tree. There is no build menu. You grow the thing itself, node by node, and every node is a gun, a wall and a piece of your hull at once. Grow it greedily and it comes down under its own weight.

TURN. Every node is a joint. Turn one and its whole branch swings with it. Turn the root and the entire base pivots. That is how you aim your guns, and it is how you aim your growth.

DIG. Raise ridges. Cut channels. Flood a corridor. That swarm is a fluid and it obeys the shape of the ground, so the ground is the main weapon you have.

YOU WILL BE OVERRUN

That is not the question, operator. Nobody stops that thing. Whether you are still standing when it has passed: THAT is the question.

ONE SITE. IT NEVER RESETS.

There is no world map and no level select. There is Node 52. What you carved, what you lost, what got chewed through: it is all still under your feet the next time you go in.

NodeFeat

ONE NODE. HOLD IT. NO DEFEAT.

NOW MOVE.

IN CASE THAT WAS NOT CLEAR ENOUGH FOR YOU.

Because you have been green your whole lives. And yes, it happens: the enemy is right there in front of you, and you forget you are not here to knit. Some of you fill your trousers. So I will sum it up. Slowly. With headings.

It is simple, though. IT IS ALL ABOUT KILL OR BE KILLED. Either you eradicate that F@#%ING SWARM, or it swallows us whole. For that, you have been handed the controls of NODE 52, the most advanced base on this planet. Grow it. Upgrade it. Turn it. Dig it in. Hold it. Everything below is how, and I will not say it twice.

  • WHAT KIND OF GAME. Single-player, real-time tower defense and base building, played in runs. You build between contacts and you hold during them. Lose the core, the run is over, and you get to explain that to me.

  • THE OBJECTIVE. Hold Node 52. Every contact you hold pays out credit. Credit grows the tree. The tree holds the next contact. That is the loop. There is no other objective, so do not go looking for one.

  • YOUR BASE. A tree of nodes, grown one node at a time. Every node is a weapon, a wall and a piece of your hull, all at once. Three weapon lines, WALL, CANNON and MINE, ten tiers each, and the top tiers change what the weapon DOES, not how hard it hits. Six enchantments on top: magnetic veil, anchoring, dike, electrification, faraday cage, overclock. Learn them.

  • THE ROLL. What a node opens is drawn from a table seeded by your run. Freeze a node to lock it. Reroll it to change what it opens. Grow less and your odds of a big draw go up. No two runs grow the same tree, so do not bother memorising one.

  • YOUR SHIELD. Not something you buy. It is the hull stretched around your nodes, and it redraws itself the instant you move a branch. Fold inward: a dense shell. Spread outward: long-range fire with a thin skin. Two postures, no mode button. Pick one before they arrive, not after.

  • THE ENEMY. Four bodies in the swarm: WALKER, SPRINTER, HULK, CRAWLER, each with its own speed, its own bite, its own hit points, mixed into every contact. Every light on your screen is one simulated body with its own position and its own velocity. Nothing is instanced away. Nothing is faked. I wish it were.

  • WHERE THEY COME FROM. Seven attack vectors: ground, roads, air, water, underground, network, waves. The vector of the next contact is announced before it hits. You will always know what is coming. Being ready for it is your problem, not mine.

  • THE GROUND. Raise ridges, cut channels, flood a corridor, in real time. That thing flows like a fluid and reads the terrain, so your shovel decides where the mass breaks and where your guns get a clean line. Use it.

  • ONE SITE, NINE SECTORS. Node 52 is one place with nine sectors: THE PERIMETER, THE SUBURBS, HANGAR 18, THE LAKE, THE SHAFT, THE BONEYARD, THE RIG, THE VERTICAL, THE RIVER. A sector is not a map somebody drew. It is a set of rules: the layout comes from your seed, and each sector decides which disasters can happen there. A sector with no water has no flood, and no way to put out a fire. Think about that before you pick one.

  • THE SITE DEGRADES. Between contacts the environment mutates: fire, landslide, fissure, flood, storm, dust, drought, quake, lava, fog, frost, magnetic cloud, and worse. Seventeen mutations, and they stack. A mutation never just changes a number. It takes ground, disables gear, blinds your radar or rewrites a rule.

  • DIFFICULTY IS MEMORY. Four modes: ROOKIE, OPERATOR, VETERAN, ZONE 52. No mode inflates damage. Each one sets how long the site remembers what fell on it. ROOKIE forgets a disaster when the next one arrives. ZONE 52 forgets nothing, ever. Neither do I.

  • TWO SCREENS. A full HD view, and a monochrome tactical view: one ink, circles and vectors, the kind of screen you get in a warship's combat room. Same simulation, same fight. Switch whenever you like, it will not save you.

  • THE SOUND. The soundtrack is generated live, not played from a file. Cold while you build, hot when the contact hits, and it follows the fight. If it gets loud, that is not a bug.

  • LANGUAGES. Interface in English, French, German, Simplified Chinese and Japanese. The orders are the same in all five.

  • EARLY ACCESS. Everything above is in at launch. Early Access adds, in this order: mobile units across ground, water and air, countermeasures for what the swarm leaves in your branches, and asymmetric co-op, one commander in the sky and players on the ground. You will be briefed when it lands.

Inventory complete. Any questions? I did not think so.

DISMISSED. It is already a disgrace that you are still standing here reading me while we are being overrun by those damned... whatever the hell they are.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI was used for trailer and capsules, not in game

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows HellEven
    • Processor: Soul X69
    • Memory: 1024 GB RAM
    • Graphics: 3D Voodoo Porcelain Ed.
    • Storage: 666 GB available space
    • Sound Card: Chiptune FX
    • VR Support: Your Eyes 1.0
    Minimum:
    • OS: RootKernel 0 Hacker Ed.
    • Processor: ALU 6 Nation
    • Memory: 1 MB RAM
    • Graphics: Paper & Scissor Matrix Mult
    • Storage: 6 MB available space
    • Sound Card: GoodVibes v3.14
    • VR Support: Your Eyes 0.0
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