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Uptime: A Cloud Provider SimNewsPatch Notes · v0.1.39 (Early Access)
Game update

Patch Notes · v0.1.39 (Early Access)

Uptime: A Cloud Provider Sim · published 16 Aug 2026, 15:00 UTC

All newsPlayers around this dateRead on Steam

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 new customers. A distro mirror, a status page, a home media server, a build farm, a podcast network, a global broadcaster and more, spread from the garage to the data centre.
  • Every service is sold to more than one kind of customer. Kubernetes and CDN each had exactly one buyer, at one size. Both now have four, from a small startup up to a whale.
  • Customers can want dedicated CPU. Six now contract for it, including trading firms, banks and game studios. Before, one customer type asked, and they were always called something-Scale.
  • The garage roster varies by shape, not just by name. New customers there each lean on a different resource: one eats bandwidth, one eats CPU, one wants far more memory than its size suggests.

Multiplayer

  • A dropped player is told why. If the host drops you for falling behind or for going quiet, the game says which, instead of an unexplained "connection lost".

Changed

World

  • Attacks and incidents arrive far more often. The world used to roll for trouble once every twelve hours of play. It now rolls every twenty-four minutes.
  • The internet notices you as you grow. Unsolicited attacks now scale with how many customers you host, your reputation and the size of your line, instead of being flat.
  • The garage stays calm. It is where you learn, so ambient trouble is rare there. One attack is scheduled early, so you meet the mechanic with Mira on hand.

Scenarios

  • Hard mode is harder at every step. Every advance target and the win condition sit above the standard campaign's, and reaching the data centre takes about two and a half times as long.

Customers

  • Services unlock in order at the data centre. Managed databases arrive first, then load balancers, functions, CDN and finally Kubernetes, each introduced by its cheapest customer rather than by a whale.
  • A customer no longer brings a service you have not reached. A regional shop offered at the basement used to bundle a managed database, which is a data centre unlock.

Fixed

Ops console

  • The alert strip no longer sits there saying nothing. It used to read "ALL CLEAR" permanently, with no way to close it, and held an empty band at the bottom of the console.

Scenarios

  • Hard mode has customers. It shipped with no customer types at all, so nobody ever arrived and its customer targets could never be met. The scenario could not be won.
  • Hard mode is no longer easier than the standard campaign. It asked for twenty customers to leave the garage against the campaign's thirty, and it finished at fifty against a hundred.

Customers

  • The customer codex reads in your language. Card text was shipped in English regardless of the language you picked, so every translation of it went unused.
  • Buy panel descriptions read in your language. Same cause as the codex: hardware descriptions were sent as English text rather than looked up.
  • The Enterprise Pilot card is the right one. Two cards claimed that customer and the wrong one won, describing a Platinum bank back office instead of the Gold pilot you actually sign.

Multiplayer

  • Friends stay in your session. Guests were dropped roughly 20 to 40 seconds after joining, every time. A slow moment now costs a moment of catch-up, not the session.
  • Joining lands you in a live world. Guests used to sit on the loading screen waiting for a map name that never arrived, then get dropped by the host.
  • The ping readout is real. A host on its own machine showed 150 ms or more. It was measuring the game's own frame timing, not the connection.
  • A session stops stuttering when someone acts. Every purchase, cable and pickup sent the whole world to every player. It now sends only what actually changed.

World

  • Cables draw again when you load a save. v0.1.38 could leave a whole room's cables unrendered until you laid or pulled one to shake them loose.
  • Machines appear as soon as the room loads. They arrived correctly in v0.1.38 but trickled in over several seconds while the racks filled.
  • Attacks scale with your size. Once one customer drew fire, every other customer was skipped for that round, so a hundred-tenant data centre was attacked no more often than a garage.

Notes

  • Saves work in both directions with v0.1.38. Nothing in the save format changed.
  • Existing saves pick up the new customer contracts on load. Tenants whose type now wants dedicated CPU are moved onto it when you load, rather than sitting in breach.
  • Existing saves pick up the new attack pacing on load. A world saved before this release becomes as eventful as a new one. Nothing else about it changes.
  • Multiplayer needs everyone on v0.1.39. The world update format changed, so a player on an older build cannot join you.
  • Single player plays the same. These are connection changes. A solo game is unchanged.
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