Uptime: A Cloud Provider Sim
Playing now
15Sampling since 15:37 UTC
48%of peak
All-time peak
316 Sep 2026
Playing now
15Sampling since 15:37 UTC
All-time peak
316 Sep 2026
| Published | Title | Build |
|---|---|---|
| Patch Notes · v0.1.62 (Early Access) Hotfix for v0.1.61: you can move again. Every load and every new game on v0.1.61 left the cursor free and the player frozen in place. Fixed · You can walk and look again after loading in. v0.1.61 counted a hidden debug overlay as an open menu on every shipped build, so the cursor was never captured and movement stayed frozen. Notes · Your saves load. v0.1.61 saves come across unchanged. · v0.1.… | 25166068 | |
| Patch Notes · v0.1.61 (Early Access) An attack now hits one zone's internet edge instead of every zone at once, and each zone under fire gets its own incident. The shop is a list of rows with a picture and the numbers that matter. Changed Attacks · An attack lands on one zone. A flood arrives over that zone's carrier lines and hits that zone's router; the other zone's edge, defences and tenants see none of it. · Each zone under at… | 25164916 | |
| Patch Notes · v0.1.60 (Early Access) Large sites run at full speed again: a campus was sending a quarter of a megabyte every tick for port lights. Arms Race finishes at the campus for earlier winners, and J-hooks go up after a move. Fixed · Large sites no longer crawl. Since v0.1.53 every port light flicker re-sent its whole device to every player; a full campus fell below 10 fps. Lights now ride the telemetry cycle, plugs show at… | 25145714 | |
| Patch Notes · v0.1.59 (Early Access) You can now run a dedicated server of your own and join it from the game. The campus robot stays on the map, and a server can no longer run on memory it does not have. Added · Run a dedicated server of your own. Uptime Dedicated Server is a free tool on Steam. It keeps a world running and saved while nobody is on. You join it from the Join screen. · The server keeps the world. Everyone who join… | 25120764 | |
| Patch Notes · v0.1.58 (Early Access) Hardware breaks now. Parts wear out on every rack device, and each console gets a Repair tab to order the replacement and fit it. Added · Parts wear out and fail. Supplies, fans, disks, memory and processors on every server, switch, gateway and firewall have their own life, shortened by load, heat, a messy rack, power cuts and factory duds. · A dead part has a real cost. One of a pair degrades… | 25102232 | |
| Patch Notes · v0.1.57 (Early Access) The campaign continues past the data center to a three-building campus, each building with its own delivery zone and robot. Streamer mode hides Steam names and avatars so a capture does not out you or your friends. Added The campus · A new site with three separate buildings. Pick Campus in the sandbox configurator. You move in owning one, and buy the others when you want them. · Buying a buildi… | — | |
| Patch Notes · v0.1.56 (Early Access) Norwegian and Finnish join the language list, and reputation is earned in more than one way now. A server's console also stays the same width whoever is running on it. Added Languages · Norwegian and Finnish, both experimental. Pick either in Settings. Every screen is covered, and the engineer wording behind Tab reads as its own thing rather than a copy of the plain wording. Changed Reputation… | — | |
| Patch Notes · v0.1.55 (Early Access) Functions tenants are priced against the same book as everything else, and an isolation you build stays the size you built it. The delivery robot also goes where you send it, first time. Fixed The delivery robot · The delivery robot sets off on the first press. Picking a destination left it turning on the spot and beeping, and it took a second press to go anywhere. · Redirecting the robot no lo… | — | |
| Patch Notes · v0.1.54 (Early Access) A carried box no longer vanishes from your hands, tenant margins tell the truth, and a carrier handoff can only be cabled to a router. Joining a large site is lighter. Added · A version mismatch is now caught in the lobby. You are told which side needs to update, and both version numbers, while the host is still on screen. Fixed Carrying and building · A carried box no longer vanishes from your… | — | |
| Patch Notes · v0.1.53 (Early Access) Multiplayer is the headline: joining a large site is about twelve times faster, guests keep up, and a rack that had not arrived yet is no longer deleted. Handling equipment is immediate again too. Fixed Handling equipment · A device you mount into a rack appears the moment you place it. It used to wait for the world's next update, so the slot looked empty after you let go. · Picking a machine u… | — | |
| Patch Notes · v0.1.52 (Early Access) Multiplayer is now in the full release, labelled experimental while it settles. There is also a shopping cart in the Shop, big sites hitch less, and the Capacity and Internet consoles report honest live figures. Added · Multiplayer is in the full release, and it is experimental. No beta branch needed. Expect rough edges, save often, and tell us what breaks. · Any save can be opened solo or host… | — | |
| Patch Notes · v0.1.51 (Early Access) The game now sends you what you are looking at rather than the whole site, so big builds stutter far less. Plus new pair-capable switches that survive losing one, tidier cable runs, and a long list of fixes. Added · Four new MLAG switches, and only those, can be paired. MLAG Access in 24-port and 48-port, plus an MLAG ToR and an MLAG Leaf. Nothing already in your racks can pair, so this is a pu… | — | |
| Patch Notes · v0.1.50 (Early Access) Intel Macs stop crashing to desktop, and equipment stops vanishing from racks. The Network page tells you whether each carrier line is actually up, and a multiplayer game that refuses to let you in now tells you why. Fixed Multiplayer · A join that fails says what went wrong. Almost every reason ended up as "Couldn't start the simulation engine", which names the wrong part of the game and gives… | — | |
| Patch Notes · v0.1.49 (Early Access) Multiplayer stops stuttering the moment your connection has any distance in it, big saves are joinable, and Intel Macs start. Most of this release is repair. Fixed Multiplayer · The world keeps moving on a distant connection. Past a very short round trip, the client skipped collecting updates it had already received, so the game lurched every few seconds however good the link was. · Joining a l… | — | |
| Patch Notes · v0.1.48 (Early Access) I am sorry about v0.1.47. It broke a lot of things that had been working fine, and if you spent the last few days wondering whether your datacentre was misbehaving or the game was, it was the game. The cause was a rewrite of how the world gets from the simulation to your screen. It was meant to make multiplayer usable on a normal connection, and it did, but it also quietly stopped sending some… | — | |
| Patch Notes · v0.1.47 (Early Access) A slow connection no longer gets you kicked out of a shared game, and joining one downloads less than half what it did. The audit recorder has its own console, with real logs in it. Added · Four more languages: Greek, Italian, Russian and Swedish. Pick yours in Settings, or let the game follow your system language. Coverage matches the other eight, engineer wording behind Tab included. · The au… | — | |
| Patch Notes · v0.1.46 (Early Access) Dutch joins the language list and every other translation is caught up. Indicator lights glow in their real colour, old customer messages clear out, and joining a friend works once you are current. Added · Dutch is playable, and experimental like the rest. Pick Nederlands in Settings. Coverage matches the other seven, engineer wording behind Tab included. · A Dutch system starts in Dutch. The g… | — | |
| Patch Notes · v0.1.45 (Early Access) Joining a friend works on any size of save now, and opening the ops console no longer stutters. An attack alarm now clears when the attack stops instead of flapping or sticking. Fixed Multiplayer · Joining a friend works on a big save. The world went to a guest in pieces too large for the connection, so every piece was discarded. Small saves joined, larger ones never could. · A joining guest is… | — | |
| Patch Notes · v0.1.44 (Early Access) An attack your edge absorbs no longer costs you tenants, reputation or trust. Friends can join your game again, growth requests survive a reload, and winning or losing a run now sticks. Fixed Security · An absorbed attack no longer costs you customers. Tenants counted outage minutes and lost trust for any attack on their pipe, including one your edge stopped and their own requests never felt. ·… | — | |
| Patch Notes · v0.1.43 (Early Access) An attack your edge is absorbing no longer costs you customers. Saturation, port load and threat figures now read the busier direction instead of adding both together. Fixed Security · A flood your gateway absorbs no longer fails your customers' requests. Any attack larger than your line failed close to half of every tenant's requests, whatever your defences stopped. · A bigger line now actuall… | — | |
| Patch Notes · v0.1.42 (Early Access) The ops console stops showing you numbers that belong to another tab, another tenant, or an earlier moment. A flood that fills your line reports the line as full again. Fixed Ops console · The landing page counts are current when you open it. Pending growth asks, prospects, dark machines and open incidents could all show a figure from before you last left the tab. · A growth ask you approved le… | — | |
| Patch Notes · v0.1.41 (Early Access) An attack can no longer arrive faster than your internet line. Loading a save stops paying quest rewards you already collected, and saves damaged by the resize bug heal themselves. Fixed Quests · Loading a save no longer pays quest rewards again. Every reload re-completed the milestones you had already cleared and granted their cash a second time. Hard mode was hit hardest. Codex · Gear your sc… | — | |
| Patch Notes · v0.1.40 (Early Access) A struggling player no longer freezes the host's game. Approving a request for bigger machines now moves the customer somewhere that can hold them, and hard mode stops cutting your only garage line. Fixed Customers · A resized machine moves to a host that fits it. It used to grow where it stood, leaving a 21 GB tenant on a 16 GB box at 140% memory. · The customer page updates the moment you app… | — | |
| Patch Notes · v0.1.39 (Early Access) Multiplayer sessions no longer drop your friends, and eighteen new customers arrive. Garage to Glory: Hard is playable for the first time, and the world now throws trouble at you far more often. Added Scenarios · Garage to Glory: Hard is playable. It sits in the New Run scenario list beside Arm Race. Half the starting cash, half the leads, and steeper targets on every rung. Customers · Eighteen… | — | |
| Patch Notes · v0.1.38 (Early Access) Datacenters run smoother while you walk and after you load, and a frozen control plane recovers on its own. Incidents count every kind of customer now, not only the ones running virtual machines, and several money readouts have been corrected. Changed · Rack side holes and roof cutouts hold a limited number of cables. Both took any number through one opening. A full one now refuses and names it… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 7 Sep 2026new | Mon | 11:31 | Patch Notes · v0.1.62 (Early Access) | 25166068 | public | 3 | — |
| 7 Sep 2026new | Mon | 10:28 | Patch Notes · v0.1.61 (Early Access) | 25164916 | public | 3 | — |
| 5 Sep 2026 | Sat | 21:34 | Patch Notes · v0.1.60 (Early Access) | 25145714 | public | 3 | — |
| 4 Sep 2026 | Fri | 09:37 | Patch Notes · v0.1.59 (Early Access) | 25120764 | public | 3 | — |
| 3 Sep 2026 | Thu | 13:04 | Patch Notes · v0.1.58 (Early Access) | 25102232 | public | — | — |