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 building and buying floor are separate decisions. A cage is still eight racks. A building is a whole structure with its own zones, robot, laptop and carrier line, at its own price.
- Each building takes eight cages, bought in any order. Expand the second building while the first still has room. The relocate panel lists a row per building with its own Buy cage button.
- Every building has its own delivery zone, sell zone, laptop and robot. Orders land in the building you bought them from, so a crate is never waiting on the far side of the site.
- Orders go to the building whose laptop you are at. That is the default and it follows you, so walking to another building and buying delivers there.
- Pick a different building whenever you want. A chip on the shop shows where orders are going and changes it, and your choice sticks until the cart is emptied.
- The whole basket goes where the basket says. The delivery target belongs to the shared cart, so everyone filling it sees the same destination.
- Each building's carrier rack arrives with it. Buying a building commissions its zone and its uplink rack; the floor inside starts empty.
- The campus runs a 4×100G carrier handoff. 400 Gbps per building, one border per building, a tier above the colo's.
- Your own fibre between buildings is 400 Gbps. You own the ground, so the trunk between your buildings matches a building's handoff rather than a rented provider link.
- The campus is the campaign's next stop, after the data center. Garage to Glory continues once you have grown enough to afford it, with its own arrival and farewell beats.
- Winning at the campus takes 400 customers and $2M a month. Hard Mode raises that to 800 customers and $10M. The data center is a stop on the way now, not the finish line.
Hard mode
- Hard mode is a toggle on a campaign, not a separate scenario. Pick a run, then Launch Hard beside Launch. Everything about the run is the same except the numbers.
- Win a campaign on normal to unlock its hard mode. The button is there from the start and says what unlocks it, so you can see what you are playing for.
- The Arm Race has one too. Garage to Glory and The Arm Race both offer it; the toggle appears on any campaign that does.
- In multiplayer the host decides. If the host has unlocked hard mode, anyone can join the run.
- Hard saves are labelled in the load list. A HARD tag on the row, so two saves of the same campaign are told apart before you open either.
Streamer mode
- Steam names and avatars can be hidden on screen. Turn it on in Settings. Yours, everyone in your session, and your friends list on the Join screen all become neutral labels, safe to capture.
- Everyone keeps one label wherever they appear. The same player reads the same on a nameplate, in the roster, in the lobby and on a join prompt, and keeps it across a reconnect.
- The switch takes effect while you are looking at the screen. Rosters, nameplates and the signed-in corner repaint the moment you flip it, so you can turn it on after you have gone live.
Changed
- Masked player ids show five digits. On the leaderboard, in join prompts and in your log file, so two players are far less likely to read as the same person.
- New leads arrive faster. The fastest is a minute apart at zero reputation and thirty seconds at full, in every campaign, normal and hard alike. The demo keeps its own pacing.
- Relocate takes one press now. The button moves you immediately on the standard schedule; a smaller Options button next to it still lets you pick a different one first.
Fixed
Relocation
- The laptop console closes when you relocate. It used to stay open on arrival, showing your old site's dashboard over the new site until you closed it yourself.
- Relocating covers the screen while the new site loads. No more stalled cursor over the old site; the chapter title now plays over the cover, not on top of the world it already revealed.
Reputation
- Reputation messages report the actual change. All six read "0", gains and penalties alike, because moves smaller than a hundredth were rounded away before reaching the message.
- Auto-approving growth no longer earns reputation. With the standing approval on, every request settled itself and paid out, so standing climbed while you did nothing.
- Hard mode reputation now cuts both ways. Earning it back from clean service, an absorbed failure or a resolved incident slows down with difficulty too, not just the ways you lose it.
Multiplayer
- The roster and the nameplates agree on a player's name. The roster used the name a player sent about themselves, the nameplate used the one Steam resolved, so one player could read as two.
- A join prompt no longer shows a 17-digit Steam id. Accepting an invite mid-run named the host by their raw account number instead of their name.
- "Player 2" is translated. The fallback used when a name has not arrived yet was English in every language.
Networking
- A breakout trunk reports what it carries. A 100G handoff fanned into 4×25G read 25 Gbps on the source port, showing one leg instead of the four together.
- The port reads the same wherever you look at it. Hovering a port in the world and opening it in the rack inspector could give different speeds on a breakout.
- An idle router says so in plain terms. A live line whose router carried nothing read "NO PLANE" in engineer mode, which is not a term anyone uses. It now reads "IDLE".
- A scheduled carrier cut always hits the line it targeted. In hard mode, swapping out your internet gear before it fires no longer sends the outage to the wrong line, or drops it silently.
- A host's power and module inlet ports show a real label. They used to read as an Ethernet port stuck at 0 Gbps in the rack inspector; now they name what they actually are.
Menus
- The demo is gone from the scenario list. It was showing as a locked row in the full game, where it is not something you can play.
- Deleting a save no longer writes an error to your log. The undo timer on the delete button reported a freed reference once the row had gone.
Controls
- E and Q stay out of the pause menu. E opened the laptop console behind the menu and dropped you into the world, Q stepped you out of the rack you were inspecting.
Saves
- A completed save no longer reports failure. Saving could finish correctly and still tell you it failed, with nothing in the message to explain why.
- A loaded save keeps its event log. Reopening a game used to drop almost every entry from your recent events feed. It now loads complete.
Notes
- Your saves load. v0.1.56 saves come across and every crate waiting in a delivery zone is filed to the building it was in.
- Campus saves keep their racks. A cage covers different slots now, so loading opens whatever cages your placed racks stand in. Nothing moves and you are not charged.
- v0.1.57 saves do not open in v0.1.56. The save format moved to record which building a delivery is waiting in. Going back means keeping a copy first.
- Everyone in a session needs v0.1.57. The wire moved with it, so v0.1.56 cannot join and says so rather than misreading the world.
- The old Hard Mode scenario is off the New Run menu. Existing hard-mode saves still open and still get balance updates; the campaign's own hard toggle replaces it for new runs.
- The faster leads reach campaign saves already in progress. A campaign takes its scenario's pacing on load. A sandbox keeps the sliders it was saved with, so set the faucet yourself there.
- Hard-mode unlocks live with your career stats. They follow your Steam Cloud saves rather than a single machine, and two machines played offline merge rather than one overwriting the other.
- Streamer mode is off until you turn it on. It is per machine, not per save, and it stays on until you switch it off.
- It protects your screen, not your session. The people you are playing with still see your Steam name, because that is how Steam joins work. Lobby chat text is not covered.
- A queued outage from an old save is cleared, not misfired. The one-time load repair also drops any scheduled internet cut you had pending under the old save format. Nothing else about your fleet changes.
- API: reputation event facts changed unit. The `gain`, `loss` and `amount` facts on reputation events in `msg_args` are percentage points now, not fractions. A 0.005 move reads as 0.5.
- API: `DeliveryView.az_id` changed meaning. It read 0 for a box in a delivery zone; it now names the zone's building for every location.
- API: `BuyHost`, `BuySwitch`, `BuyGateway` and `BuyAppliance` take an `az_id`. Optional, matching `BuyRack`; when omitted it defaults to your first building, so nothing existing breaks.
- API: `SiteSpecView` gains `expansion_unit`, and `cage_capex_dollars` is per site now. A cage's cost was one global number; it now varies by site the way the campus needed it to.
- API: new fields. `WorldSnapshot.rack_slot_unlocked` (owned floor slots, per slot), `WorldSnapshot.hard_mode` (is this run the scenario's hard mode), `CartView.delivery_az`, and `CageOfferView.buildings` with its per-building rows.
- API: hard mode on the session. `Hello` takes an optional `hard_mode`, refused for a scenario that offers none rather than served as a normal run. Scenario listings gain `supports_hard_mode`.
- Other sites are unchanged. The colo still buys cages at the same price into one hall with one pallet, and the garage and basement are untouched.