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Uptime: A Cloud Provider SimNewsPatch Notes · v0.1.44 (Early Access)
Game update

Patch Notes · v0.1.44 (Early Access)

Uptime: A Cloud Provider Sim · published 17 Aug 2026, 21:05 UTC

All newsPlayers around this dateRead on Steam

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.
  • Your patience window is no longer spent on attacks you survived. Sitting inside an alert burned a tenant's grace period, so the next genuine breach was charged at full severity with no leeway.
  • Attacks no longer use vectors you cannot defend. Application floods are gone until something on the shop board stops them. They also held the escalation clock at maximum for every other vector alongside them.
  • A flood no longer fails requests twice. Inbound flooding counted toward the congestion that fails what you send, so it cost you customers by a route your defences could not touch.

Services

  • An approved capacity request now adds capacity. Accepting one from a tenant with no virtual machines thanked you, raised their trust and provisioned nothing at all.
  • Growth requests survive a reload. A request from an object storage, CDN, Kubernetes, load balancer, database or functions tenant was dropped every single time you loaded.
  • Load balancers top up their proxies. One that placed only some of its proxies stayed short for good, and buying hardware did nothing for it.
  • Rebalancing on load moves more than virtual machines. Kubernetes workers and load balancer proxies stacked onto one machine stayed there for the session, however lopsided the fleet was.

Network

  • Internet lines are named by their handoff port. Alarms counted positions in your line list, so cancelling one renumbered the rest and an open alarm started describing a different circuit.
  • A cut line comes back on the right circuit. A repair could land on the wrong line, leaving the one that was actually cut dark until you noticed it yourself.
  • A machine patched through a patch panel counts on its switch. It could be missed by switch failure alerts, and its switch could be sold out from under it while it was live.

Multiplayer

  • A friend joining your game reaches the world. A guest could sit on the loading screen until the host dropped them 30 seconds later, having been sent no world to load at all.
  • A join that stalls now recovers on its own. If a guest's first request for the world goes unanswered, the host keeps sending one until it lands, instead of both sides waiting on each other.

Ops console

  • Power readings stop freezing. Draw and headroom sat at whatever they were when you last placed a rack, while the graph directly beneath them kept moving.
  • The migration picker warns when a move breaks a tenant's spread. For tenants who need copies in separate zones every target looked clean, so you could collapse them into one zone unwarned.

Campaign

  • Keep Playing sticks. The victory screen reopened every time you loaded a save that still met the win conditions, however many times you dismissed it.
  • Losing a run ends it. Region loss, data loss, audit failure and security breach set the loss for a moment and then reverted to in progress.
  • Two customer cards can appear. The Hobbyist and Anchor Tenant cards, and the campaign's first tenant beat, could never fire at all.

Notes

  • Load once to heal. Line alarms are re-pointed at the right circuit, any line left dark by a mis-aimed repair comes back up, and fleet capacity totals are recomputed. Nothing moves.
  • Saves from v0.1.43 load and upgrade. The save format moved to 51, so a save written by v0.1.44 does not open in v0.1.43.
  • Multiplayer works across v0.1.43 and v0.1.44. The world update format is unchanged.
  • The join fix is on the host side. Both players get it when the host runs v0.1.44. Joining a v0.1.43 host still stalls, whichever version the guest is on.
  • Internet line numbers changed meaning. A line is named by its handoff port rather than its position in your list, so the number shown for the same circuit may differ.
  • Cost figures exclude fully depreciated hardware. Per machine cost, cost to serve, margin and the finance projection now match what is charged, so they read lower on a long run.
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