The complexity of the puzzle game Net Net (known also as FreeNet, or as NetWalk) is a puzzle game played on a $n \times n$ grid with the following objects:


there are $m$ computers ; each computer occupies one cell and has one link cable;
each computer must be connected to the central unit which occupies one cell and has  1, 2 or 3 link cables;
the rest of the grid is filled with wires (there are no empty cells); a wire cell can be of three types: straight line, corner, or T-connection.




The aim of the game is to rotate each cell in order to connect all computers to the central unit without making loops (i.e. the final configuration must be a tree) and without wires with dead ends (the leaves of the final configuration are the computers).


* Has the complexity of this game been studied?
* And/or do you see a quick reduction from a known similar NP-complete problem?


Eric Goles and Ivan Rapaport in "Complexity of tile rotation problems" prove that a similar problem is NP-complete but they use 5 tiles (we can assume that the Net game uses 4 tiles, because we can replace the central unit with a T-connector without changing the game structure), and in their proof loops are not forbidden.
Just a partial self-answer: I think the problem is NP-complete.

I found 3 gadgets (each one occupies $16 \times 16$ cells) that allows to build a Net game equivalent to a grid graph of degree $\leq 3$ and that should have a solution iif the original graph has an Hamiltonian cycle. The figure shows four different configurations of the gadget equivalent to a node with degree 3 (the full picture can be downloaded here).



The gadget SHOULD have the following properties (I'll try to check them with a constraint solver):


it can be linked to other gadgets only through the 3 interface pairs of corner wires ($A$, $B$, $C$);
the two wires of an interface pair must be directed both outwards or both inwards (otherwise there is an open ended wire or a cycle in the inner part of the gadget);
the gadget must be entered/exited exactly twice and from exactly two interface pairs (the green zones of the first three figures show the traversals A-C, B-C, A-B);
exactly two interface pairs must be directed outward (the red zone in the figure shows what happens if the three interface pairs are all directed outward);


The gadgets equivalent to nodes of degree 2 and 1 are similar (and we can also build "fill" gadgets to fill the holes of the original grid graph).

Now replacing the two central cells of one gadget with the central unit that sends the power on one direction and a terminal at the other endpoint, the game SHOULD have a solution iif the original graph has an Hamiltonian cycle.