System.Execute is a terminal-themed incremental game where you accumulate FLOPS through automated upgrades across 15 hardware tiers, then prestige into Neural Weights to unlock optimization nodes and choose specialized endgame Protocols. The loop follows the standard idle formula: generate currency, purchase upgrades, reset for multiplicative bonuses, and repeat. Best suited for players who enjoy straightforward incremental progression and don't mind quick completionist runs.
About this game
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.
Players, last 37 days
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Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended11 hrs
It's my fault for not catching it on the description page, but the developer used generative AI for assets and coding. I would have never bought this if I had known that beforehand.
As an clicker/idler, it's not doing anything unique or interesting. I got 90% of the achievements in a couple of hours of play. Would not recommend.
The public build was last updated on September 7 (0.8.0). Since then, 15 updates have been tested on the developer branch. This brings them all to everyone. It's a long list, so it's grouped below. If you have a save from 0.8.0 Your saves carry over: progress, achievements, research, breaches and unlocked optimization nodes are all kept Settings are now saved once for the whole game instead of per save. Your most recently played save's settings are the starting point Optimization nodes you haven't unlocked yet cost more (10 to 1,000,000 NW), so the tree takes a few reboots instead of one run. Nodes you already have stay unlocked Machine Continent and Machine World now ask for 2,750 and 3,000 upgrades (were 10,000 and 100,000). If you're already past them, they unlock when you load The Void's consumed-FLOPS multiplier no longer grows without limit. It used to break the numbers about 2.5 hours into a run. Runaway Void saves keep what they earned but produce much less Research costs have been redone: 3x the unit that unlocks each level. Levels 1 and 2 are cheaper, and levels 4 and 5 are no longer nearly free New systems Automation daemons: hwd (after your first reboot) buys hardware every second by cheapest, best value or next milestone, with per-tier toggles and a FLOPS reserve. rsd (Research Scheduler node) buys research. rbd (Watchdog Timer node) reboots when your rule is met. See them with daemons or ps. If you used enable autobuy, hwd starts switched on Tier Enhancement Tree: a new ENHANCE tab after your first reboot. Spend Neural Weights on five permanent ranks for each of the 15 hardware tiers. Each tier changes one mechanic (click power, milestone thresholds, heat, research cost, firewalls, NW per reboot, bulk buys, bursts, offline cap and more). Ranks survive reboots Containment Tests: eight opt-in challenge runs from 8 reboots (the TESTS button next to REBOOT, or contain list). Each one reboots into a run with a rule: no nodes, no clicks, old hardware only, f...
The public build hasn't updated since April. This brings it current. New The CORE panel is animated live now, and changes with your protocol and rank New icon set New interface sounds Settings split into Audio, Visuals, Gameplay and Data The old icons were AI-generated. They have been replaced with licensed work from Game-Icons.net (Delapouite, Lorc, Skoll, GeneralAce135), Lucide, and Kenney. Credits are in-game. Fixed Starting a new game could overwrite an existing save without asking Choosing a protocol could lock you out of every other menu Breach gates were impossible to answer unless you were on the Terminal tab Opening any menu during a breach failed it instantly Overclocking's bonus stayed active with the patch switched off Large numbers showed the wrong unit in places Existing saves carry over. The install is about 190 MB smaller. Feedback and bug reports are welcome in the discussions.
Every protocol rank from 1 through 10 now grants a mechanical bonus, not just the milestone tiers Ranks 3, 7, and 10 are still the "headline" jumps; the ranks between them now give smaller continuous improvements instead of nothing Rank-up hints (VISUAL / MASTERY / MASTERED tags) preserved across the new bonus ranks Applies to all three protocols All existing saves are fully compatible. Your current rank carries over and you immediately benefit from any intermediate bonuses you've already earned.
Posts come from Steam's official announcements feed.