About the Game
Build, cable, and grow a living data center from the ground up. Start with bare floors, buy racks, servers, and switches, then physically place and stack your hardware the way you want. Run Ethernet between ports to shape your network by hand and watch data spring to life: every customer’s traffic appears as colored packet-balls rolling along your cables, revealing bottlenecks, idle links, and beautifully tuned throughput at a glance.
Customers arrive with app requirements and capacity targets. It’s your job to connect enough servers to each customer app, balance load across racks and switches, and keep the data flowing. As you successfully process customer data you earn money to expand, XP to unlock more capable devices, and reputation to attract bigger, more demanding clients. Hardware ages, too—servers and switches have end-of-life and can break—so design for uptime: keep services reachable even if devices on the path die, swap out failing gear, and build redundancy with servers that can use multiple network connections.
Tinker for perfect layouts or move fast to hit deadlines; either way, this is a tactile builder where every cable matters and every improvement is visible. No complex command lines—just the satisfying click of ports, the hum of stacked servers, and a vibrant river of packets proving your design works, even under failure.
Key features
Hands-on data center building: buy racks, servers, and switches; stack hardware and route Ethernet by hand.
Visual networking: see packets as colored balls per customer, making flow, congestion, and capacity instantly readable.
Customer-driven goals: connect enough servers to each app to meet requirements and keep contracts running.
Progression that rewards good design: process data to earn money, gain XP to unlock new devices, and build reputation to attract new customers.
Reliability and maintenance: devices have lifespans and can fail—plan replacements, manage downtime risk, and keep services online.
Redundancy that matters: give servers redundant connections and create alternate paths so traffic stays reachable when a switch or link dies.
Evolve your layout: upgrade hardware, recable to remove bottlenecks, and scale your floor from scrappy beginnings to a bustling operation.
Immediate feedback: every placement, failure, connection, and upgrade changes how packets move—optimize by watching the network breathe.
Build it your way, wire it your way, and grow from a single rack to a reputation that attracts the biggest clients—all powered by a network you can literally see working, surviving hiccups and hardware end-of-life along the way.
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
Improved: technicians are faster
Fix: Canvases on devices and customer bases load faster
Fix: Rebinding keys for movement were changing arrow keys instead of WASD, now the WASD will be rebinded and arrow keys will stay
Fix: AutoSave options in pause menu
Fix: Technicians were missing if overloading save from pause menu, technician manager not cleared properly
Fix: Rackmount did not reset color saved on them when unmounting rack
Fix: wrong translation ID on confirmation when releasing employee
Improved: LOD for long distance rack
Fix: when item with non custom color was added into shopping cart after custom color it merged
Fix: Trolley reset state onload
Fix: In server config on the edit label the key presses were registered in the IP config
Fix: Server label was not loading
Fix: Existing server label was filled in, in the Server config
Performance updates
Improved: Object pooling for technician jobs. The devices changed by technicians are no longer destroyed but inserted into a pool and reused next time. (GC Garbage collector overload)
Improved: Expensive canvas updates, each server and switch shown value with seconds and canvas had to be reloaded because of that. Now EOL on the device shown in minutes.
Improved: World Canvas culling is now one system instead off on each object
Improved: many assignments moved out of loops to decrease usage of GC.
Improved: instantiation of broken particles removed (these were not made well and for many users not even visible, to increase performance completely removed)
Improved: Cablelinks loading logic, speed up loading process
Improved: Decreased FixedUpdade calls in all usableObjects
Improved: Balance Sheet tracking of finances performance
Improved: Removed rigidbody from everyobject inserted in the rack or port to remove physics overhead
Improved: Sprite Atlas for all customer and app logo to have only one sprite draw call per canvas
Improved: DX12, previously game was forced on DX11 - but the game actually feels smoother on DX12. (new option in steam to launch the game as DX11)
Fix: In server config on the edit label the key presses were registered in the IP config
Fix: Server label was not loading
Fix: Existing server label was filled in, in the Server config
Performance updates
Improved: Object pooling for technician jobs. The devices changed by technicians are no longer destroyed but inserted into a pool and reused next time. (GC Garbage collector overload)
Improved: Expensive canvas updates, each server and switch shown value with seconds and canvas had to be reloaded because of that. Now EOL on the device shown in minutes.
Improved: World Canvas culling is now one system instead off on each object
Improved: many assignments moved out of loops to decrease usage of GC.
Improved: instantiation of broken particles removed (these were not made well and for many users not even visible, to increase performance completely removed)
Improved: Cablelinks loading logic, speed up loading process
Improved: Decreased FixedUpdade calls in all usableObjects
Improved: Balance Sheet tracking of finances performance
Improved: Removed rigidbody from everyobject inserted in the rack or port to remove physics overhead
Improved: Sprite Atlas for all customer and app logo to have only one sprite draw call per canvas
Improved: DX12, previously game was forced on DX11 - but the game actually feels smoother on DX12. (new option in steam to launch the game as DX11)
New: Power button in server and switch config, label edit in server config
Fix: SFP boxes changed back to continuous physics mode as Discrete was not good enough for small devices
Fix: Prevention of duplicate technicians
Fix: After save override , cursor was lost
Fix: Server did not show label on its screen
Fix: Label setting was shown also on items which do not save or display the value
Improved: Command Center cost and requirements updated so new players do not get it right away
Improved: Added downgrade Command Center button
New: Broken device counter on top left
Fix: Framerate changing listener stayed on the dropdown in AssetManagement. When changing to AutoFix devices the framerate limit was changed. (check in Graphics menu if your desired option is set)
Fix: EOL times are longer after first fix
Improved: LODs on SFP modules
Improved: Physics performance tweaks on Technicians
New: Command Center - Automate the repair of devices
New: VLANs - set on switch ports to allow disallow flow
Improved: Route evaluation update
Fix: Lights rebaked
Improved: EOL times get longer after first repair
Fix: Motion blur 0 logic
Fix: Code improvements -Handling of cabling OFF switches
New: Unity engine updated to 6.4
Improved: Character limit for labels and save name increased to 35
Fix: SwitchID healing code. When your cables stopped working in some point, one issue which happened that SwitchID got recreated and did not match the previous switchIDs which are saved on the cables.
Improved: Performance: LODs on switches, lowered Racks vertices count.
Improved: technician audiosource issue fix, doppler effect issues
Fix: When loading new save over another the coroutine for counting money was not stopped so it was adding money.
Fix: Rebaked navigation system with better settings, hopefully less stucked technicians
Fix: Occlussion rebaked with smaller hole, to not hide end of corridors
Current Release
22921696
Uploaded May 14, 2026
System Requirements
How to Install
Data Center.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
728 MB
22921696
1E4EB956
ed9a73810a6c8295d894ed2682e8a3978515a5563fe3aa9ffbe281b9b65d8848
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View AllDownload Data Center for PC with a direct link or via torrent. Get the full version of Data Center for free. Data Center is a Simulation released by Waseku.