Uptime: A Cloud Provider Sim
Playing now
13Sampling since 15:37 UTC
42%of peak
All-time peak
316 Sep 2026
Playing now
13Sampling since 15:37 UTC
All-time peak
316 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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. ·… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | 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… | — | |
| Game update | Patch Notes · v0.1.37 (Early Access) Cables load with the paths you actually laid, and customers stop asking for more machines every minute. Runaway contracts are cut back to a size your customer could have reached. Fixed Cabling · Cables draw their real paths again after loading a save. They were routed while the room was still filling in and never redrawn, so unplugging one was the only way to fix the rest. · A cable whose machi… | — | |
| Game update | Patch Notes · v0.1.36 (Early Access) Crowded datacenters run far smoother while you walk around them. Opening a server console in co-op also stops freezing a guest and dropping them from the session. Added · The game now says when its engine module fails to load. It showed menus in key names with saves refusing to open, which reads as three faults rather than one file. Fixed Performance · Walking through a full datacenter no longe… | — | |
| Game update | Patch Notes · v0.1.35 (Early Access) Crowded datacenters stop stuttering, and servers patched through a patch panel now count as wired and get paid for. Stuck growth requests, object storage dropping out, the mouse not returning, rack prompts and the friends list are fixed too. Fixed Performance · Crowded datacenters no longer stutter. The hitch that arrived several times a second and got worse the more customers and machines you… | — | |
| Game update | Patch Notes · v0.1.34 (Early Access) The ops console stops under-counting rack space and stops hiding a second zone's cages. Sorting, navigation and rounding are fixed across its tables and tabs. Fixed Ops console · Rack space counts everything racked, not just servers. Switches, firewalls, gateways, patch panels and carrier panels take their U now, so Capacity stops reporting a rack emptier than it is. · Power readouts show every… | — | |
| Game update | Patch Notes · v0.1.33 (Early Access) Ageing hardware stops taking memory, cores and disk space off your servers. Wear now costs disk speed and electricity, and nothing else. Powering on a new server no longer drags every control plane onto it, and running a cable from a fast port down to a slower one keeps the kind of cable you picked. Multiplayer gets a way to join a friend from inside the game, and stops leaving players standing… | — | |
| Game update | Patch Notes · v0.1.32 (Early Access) Czech, Danish, Polish, Spanish and Brazilian Portuguese join German and French. Patch panels go on sale, and you can finally cable one. Every kind of customer can ask you for more capacity now, not just the ones running virtual machines. Machines running functions are counted as busy instead of reading empty. Network gear that is full actually drops traffic, and latency climbs as a link fills i… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.