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Uptime: A Cloud Provider SimNewsPatch Notes · v0.1.43 (Early Access)
Game update

Patch Notes · v0.1.43 (Early Access)

Uptime: A Cloud Provider Sim · published 17 Aug 2026, 16:28 UTC

All newsPlayers around this dateRead on Steam

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 actually helps against a flood. The damage was pinned to a fixed share of whatever circuit you had, so upgrading moved the attack up with it and changed nothing.
  • Attacks only hurt when they crowd out real traffic. An inbound flood was charged against the capacity you send on, a separate lane, so it hurt tenants on a near empty line.
  • Sitting out an absorbed attack no longer builds toward a blackout. The escalation clock ran while any flood existed, so a mitigated one left the next real attack starting at its worst.
  • Small attack figures read in Mbps instead of 0.0 Gbps. A live threat under 50 Mbps showed as zero on the gateway and appliance consoles whenever the box was rated in Gbps.
  • A threat you have nothing racked against reads as unfiltered, not leaking. App floods have no edge defence at any tier, so that row sat permanently red over something no box will stop.

Network

  • Your line says when it is full because of an attack. Connectivity shows the line under flood rather than plain saturated, so a status that disagrees with your own traffic explains itself.
  • The connectivity load bar follows the busier direction. It only ever watched what you send, so an inbound flood left a near empty bar beside a saturated line.
  • Port load stops adding send and receive together. A port compared that total against a per direction rating, so a 25G port could read past 25 Gbps with nothing actually saturated.
  • Upgrading a line clears its saturation alarm. Swapping in a faster circuit erased that the old one was ever saturated, so the alarm it should have cleared stayed open for good.

Services

  • A machine that loses its network no longer deletes what runs on it. Clusters and buckets on a powered, running server were torn down and rebuilt when its path dropped, even briefly.
  • Workloads left on an unreachable machine show as stranded. They stay put so you can re-cable or migrate them, and your staff can be sent to evacuate them, the same as virtual machines already did.

Ops console

  • A notification no longer closes the dropdown you are using. Picking a network or job on the machines, homing and server screens had the menu shut and your choice cleared whenever anything else happened.
  • A saved picker choice still means the same tenant. The network list was restored by position, so adding or renaming a network could silently repoint your selection at somebody else.

Notes

  • Load once to heal. Time banked toward attack escalation is cleared, and a stuck line saturation alarm is cleared and re-checked. Nothing moves and no downtime.
  • Saves work in both directions with v0.1.42. The save format is unchanged, and the one field added is optional.
  • Multiplayer works across v0.1.42 and v0.1.43. The world update format is unchanged.
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