PlayMEX
NodeFeatの作品画像

GAME DETAIL

NodeFeat

種別:ゲーム 発売日:2027年 日本語対応
価格未定

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.

このゲームについて

Steamの詳しい説明を読む

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.

STEAM USER TAGS

ユーザータグ

ATTENTION

注目度メトリクス

現在プレイヤー数 未集計 最終観測:未集計
Steamフォロワー数 2人 最終観測:2026年9月14日 15:19(13日経過)

プレイヤー推移

データ蓄積中 24時間平均

選択した期間に観測データはありません。

Steamフォロワー推移

2件以上で集計 直近7日

選択した期間に観測データはありません。

プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。

発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。

指標 現在値 観測状況
現在プレイヤー数 未集計 最終観測:未集計
24時間ピーク データ蓄積中 未集計・直近7日 0件
Steamフォロワー数 2人 最終観測:2026年9月14日 15:19(13日経過)
7日フォロワー増加 2件以上で集計 履歴あり・更新待ち・直近7日 0件

PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。

ジャンル・機能

機能カテゴリ

#category_playable_at_your_own_paceいつでもセーブ可能カスタム音量調整シングルプレイヤーステレオサウンドファミリーシェアリング時間制限付き入力なしでプレイ可能色のオプション難易度の調整

注目ポイント

更新あり 直近14日以内にSteamストア更新

ゲームライフログ

所有ゲームとして同期されると、 このゲームの記録を残せます。

基本情報

発売日
2027年
価格
価格未定
価格区分
未確定
開発元
VOXELMANA
販売元
VOXELMANA
対応OS
Windows / Linux
コンテンツ種別
ゲーム

対応言語

言語 対応 フル音声
日本語 ○ —
英語 ○ ○
フランス語 ○ —
イタリア語 ○ —
ドイツ語 ○ —
スペイン語 - スペイン ○ —
中国語(簡体字) ○ —
韓国語 ○ —
残り23言語を表示
言語 対応 フル音声
デンマーク語 ○ —
フィンランド語 ○ —
ハンガリー語 ○ —
ノルウェー語 ○ —
オランダ語 ○ —
ポーランド語 ○ —
ポルトガル語-ポルトガル ○ —
ロシア語 ○ —
スウェーデン語 ○ —
チェコ語 ○ —
トルコ語 ○ —
ウクライナ語 ○ —
アラビア語 ○ —
ブルガリア語 ○ —
中国語(繁体字) ○ —
スペイン語-ラテンアメリカ ○ —
ギリシャ語 ○ —
インドネシア語 ○ —
マレー語 ○ —
ポルトガル語-ブラジル ○ —
ルーマニア語 ○ —
タイ語 ○ —
ベトナム語 ○ —

Steamの保存済み情報から 31言語を確認できます。

自分の実績進捗

未同期

Steamでログインすると、このゲームの実績解除率や 最近解除した実績を表示できます。

Steamでログイン

あなたのゲーム情報

Steamでログインすると、所有状況、プレイ時間、 ライフログを表示できます。

トップからSteamログイン

STEAM USER TAGS

NodeFeatのユーザータグ

変更内容が保存されていません

このまま移動すると、入力した内容が失われます。