NEONNET: Roguelite Grid Ops
NEONNET: Roguelite Grid Ops generates an estimated $1–$4/month in revenue from 4–20 downloads/month on the App Store, according to AppCurrents estimates (updated 2026-06-17).
| Est. revenue / month | $1–$4 |
|---|---|
| Est. downloads / month | 4–20 |
| Estimate confidence | medium |
| Pricing | Free + IAP |
| Rating | 5.00 ★ (1 ratings) |
| Category | Games |
| Released | 01.12.2025 |
| App last updated | 24.04.2026 |
| Platform | iOS |
Modeled monthly estimate · rating velocity · medium confidence
About
NEONNET is a roguelike, cyberpunk tactics game built for brief mobile sessions. You move through a hostile grid, issue commands, scan for risk, and choose when to attack, hack, defend, trade, or extract. The pacing is deliberate, the interface is readable, and each run is designed to fit real schedules. It is not trying to be an endless grind or a loud action spectacle. It is a focused strategy a…
Trends & analysis
Chart rank trend
US · overallWhy it's surfacing
Scout 15Ratings & velocity
Rating distribution
100% positive · 1 ratingsGeographic reach
best rank · 0 storefrontsRevenue & downloads trend
ARPU $0In-app purchases
2 tiersUpdate history
1 update tracked- v2.11mo ago
What's New: TLDR: Version 2.1 is a stability and bug fix update. It is built to preserve your flow when you play in short blocks, multitask between game surfaces, or return after interruptions. The game still asks for thoughtful moves, careful resource choices, and incremental progress, but now with tighter handling around saves, purchases, and live quest updates. If you already like the loop, this version should feel cleaner. If you are returning after time away, it is a solid point to jump back in. Version 2.1 focuses on practical polish and reliability rather than a rules overhaul. The core command-driven loop is unchanged, but a long list of edge-case fixes now makes sessions feel steadier when you jump between the map, quests, market, and save screens in quick bursts. This release is aimed at players who enjoy brief tactical play and want the game state, UI state, and reward state to stay aligned without manual retries. - First purchase tracking has been corrected so the first paid purchase route now reaches the intended achievement path iån Game Center reporting. - Save/load handling has been hardened for stale selection scenarios in save management, reducing mismatches when a row changes while the table refreshes. - Storyline goal acceptance now applies live quest updates on the main queue, improving consistency when accepting goals during active UI updates. - Market purchase row refresh now checks table bounds before reloading and falls back to full-table refresh when row-level updates are unsafe. - News Reader selection behavior has been tightened so fast taps and stale indices are less likely to trigger odd transitions. - Entitlement gates remain exactly the same: autosave and export save still require Floppy Save Kit, and setname still requires Handle Forge. This update also improves the "feel" of moving quickly through a normal mobile session. If you accept a mission, inspect inventory, open market, and then save within a short window, the app now does a better job of reconciling transient UI state with authoritative game state. The goal was to reduce moments where the interface looked right but required another tap to fully settle. Version 2.1 keeps NEONNET's existing identity intact: - command-led tactical play - short-session friendly progression - grid movement, scanning, and risk management - software and market planning - story goals and quest tracking A few details matter most in real usage: - Rapid navigation between News Reader and save slots is more resilient to stale-row behavior. - Purchase-related UI refreshes now prefer safety over brittle row assumptions. - Quest progression acceptance is synchronized more carefully with active UI operations. - Save/restore flows are more defensive when list state changes under user input. No balance pass was introduced in this version, and no core mechanics were replaced. Combat rhythm, command semantics, progression pacing, and the general retro terminal style all remain familiar. Returning players should notice fewer rough edges in session transitions, not a different game. Why this release matters for short sessions: - Less friction when resuming and immediately navigating multiple screens. - Better confidence that accepted goals and purchases are reflected correctly. - Fewer awkward "did that apply?" moments after fast UI interactions. - More stable transitions around save slots and news-driven quest flow. What remains intentionally unchanged: - The entitlement model and premium unlock boundaries. - The command-oriented structure and turn-based cadence. - The compact scope designed for brief, repeatable play windows. Across routine play, these fixes remove uncertainty: actions confirm faster, state changes stick and short tactical sessions are easier to trust now.
NEONNET: Roguelite Grid Ops — FAQ
How much money does NEONNET: Roguelite Grid Ops make?
According to AppCurrents estimates, NEONNET: Roguelite Grid Ops generates approximately $1–$4 per month (medium confidence), modeled from its the App Store chart performance, rating velocity, and monetization signals.
How many downloads does NEONNET: Roguelite Grid Ops get?
NEONNET: Roguelite Grid Ops sees an estimated 4–20 downloads per month on the App Store, per AppCurrents modeling.
Is NEONNET: Roguelite Grid Ops free?
NEONNET: Roguelite Grid Ops is free to download on the App Store, monetizing through in-app purchases.
What is NEONNET: Roguelite Grid Ops's rating?
NEONNET: Roguelite Grid Ops holds a 5.00-star average from 1 ratings on the App Store.
When was NEONNET: Roguelite Grid Ops released?
NEONNET: Roguelite Grid Ops launched on the App Store on 01.12.2025. Its latest version shipped 24.04.2026.