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Uptime: A Cloud Provider SimNewsPatch Notes · v0.1.36 (Early Access)
Game update

Patch Notes · v0.1.36 (Early Access)

Uptime: A Cloud Provider Sim · published 14 Aug 2026, 20:56 UTC

All newsPlayers around this dateRead on Steam

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 longer stutters every few metres. Cables were being rebuilt whenever you moved, including ones too far away to be drawn at all.
  • The world stops redrawing every machine four times a second. Only the machines that actually changed are repainted now, so a fleet of hundreds costs what a handful used to.
  • Standing still is quiet. Server lights, heat glow and rack labels were recalculated ten times a second whether or not anything had moved.
  • The regular world refresh is lighter. It resent everything it had already sent you, several times a second, and now sends only what changed.
  • Racks stop hitching when you walk past them. Every step re-checked all your equipment instead of the few pieces coming into view.

Multiplayer

  • Opening a server console no longer drops you from a co-op session. Guests froze while it loaded, and a host that was busy ended the connection instead of just taking a moment.
  • Installing equipment in a rack no longer hitches for a guest. The rack view waited on the host to refresh, so every install paused for a round trip.

Operations

  • Building a second availability zone no longer hides it from Operations. The pages stayed pinned to your first zone for the rest of the session, so its racks read as missing.

Customers

  • Customers stop briefly showing an SLA breach that clears itself. Each tenant was judged against a stale idea of its own normal, so one whose traffic shifted read as failing.
  • A warning you are shown now stays up long enough to read. Alarms fired and cleared in under a second, and vanished the instant a customer looked healthy again.
  • A customer in trouble on and off is now reported. Warnings needed an unbroken run of bad readings, so a customer failing most of the time but not constantly never raised one.
  • Latency warnings are judged against what you promised the customer. They compared a customer to their own quiet average, so a fast tenant getting excellent service was flagged for a small wobble.

Notes

  • Multiplayer needs everyone on v0.1.36. The world update format changed, so a v0.1.35 player joining a v0.1.36 host would lose parts of their view.
  • Saves work in both directions with v0.1.35. Nothing in the save format changed.
  • Nothing to heal. These fixes changed how the game draws and how updates are sent, never what a save holds, so no world needs repairing on load.
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