About the Game
You don't manage a datacenter from a spreadsheet. You walk it.
Uptime puts you on the floor of your own cloud provider, first person, hands on the hardware. You buy the servers and carry them to the rack. You seat them with a click. You run the cable off the spool yourself, find the port, watch it lay across the floor, and power the thing on. Then you sign your first customer and find out whether any of it holds.
Underneath the floor is a real simulation. Every server, switch, cable and port is a live entity in a deterministic engine, and the network genuinely switches and routes traffic across it. Power and cooling are budgets you can blow. Capacity is hardware that fills up. When something breaks, it breaks because the model says it should, and the fix is usually the one a real engineer would reach for. That was the whole goal: a build-it-with-your-hands tycoon sim that still holds up if you do this for a living.
Get it running, then keep it running. The moment traffic arrives, the simulation starts pushing back.
You're running the cloud, not a server room.
You own the full stack. The metal, the network, the services you sell, and the customers whose product lives on your kit. You're the thing they build on, so everything running on you is yours to keep alive, from the single box in the garage to a floor other companies depend on.
Your customers bet their business on you.
The tenants have names, and they hand you their product expecting it to stay up. Reputation is the currency underneath all of it. You earn it slowly and you can lose it in one bad night, and the bigger the customer, the harder that fall lands. Sign a deal you can't carry, pack one host too tight, sleep through an SLA breach at 2am, and the cost isn't only the money. It's the trust that was about to send you the next customer.
So every yes is a wager on whether you can carry the new weight without dropping what you already hold. Turning business away is sometimes the correct call. The tenants you keep won't sit quietly either. They surge, they haggle, they show up with deadlines. Keep them happy and they say so out loud, and they bring friends.
What you sell is infrastructure you actually run.
Customers don't rent "a server." They spin up the things a real cloud sells: virtual machines, object storage, managed databases, Kubernetes, load balancers, serverless functions. Each one is a service you operate. Behind every service is a control plane you have to keep alive and an agent on each host that does the work, and all of it competes for the same compute your customers are paying for.
That's where the network grows teeth. Cut a service off from its control plane and it starts to fail. Lean on one too hard and it buckles. Capacity runs out, the network can partition the very services you're selling, and the way you lay it all out is what separates a provider that holds from one that tips over.
The simulation is the game.
This is where the word "simulation" gets earned. Every device on your floor is a real entity in a deterministic engine, and every LED you see is reading its live state. A link saturates because the math saturated it. A rack goes dark because a fault domain you never thought about turned out to be a single point of failure.
Ports, cables, power draw, fault domains, oversubscription, link aggregation, spanning tree, BGP, mean-time-between-failures. These are the model, not labels stuck on a progress bar. Cable a redundant link the wrong way and spanning tree either saves you or, if you got it backwards, the whole floor drowns in a broadcast storm. You can ignore the depth and still win. You can also lean all the way into it.
The customers talk to you.
They live in a chat channel that reads like the ops Slack you've spent years in. They onboard, ask for more capacity, complain when latency spikes, and tell you in their own words when the change you made three minutes ago just took their service down.
Incidents don't ship with severity tags attached. Severity comes out of how many customers you're hurting and how badly. A flapping link nobody depends on is a shrug. That same link under your biggest tenant is a page in the middle of the night.
Two ways to read the same machine.
Never touched a rack? NPC mentors walk you in, and one key toggles jargon mode, flipping the whole interface between plain language and the real terminology over the exact same systems. "Spread these across separate failure zones" and "fix this single-AZ SPOF" are the same instruction. You pick up the real words by playing instead of reading a manual. Already know what oversubscription costs you? The depth was there the whole time. Turn the training wheels off.
Set the difficulty. The hard runs won't let you off.
One difficulty setting, Easy, Standard or Hard, re-tunes the entire simulation from a single neutral baseline, and you can move it mid-run. Push it up and the reputation ledger turns crueller: slower to earn, quicker to lose, less willing to forgive an incident. The authored hard scenarios set their own floor, so the slider can make them tougher but never softer.
Garage-to-Glory is one story, not the only one.
The campaign takes you from a single server in the garage to your own data center floor, growing through a basement build-out and into a room you fill and defend. That's one scenario. Run the hard-mode variant. Survive Data-Loss Day. Hold the line through Under Attack. Or drop into open sandbox and build with no rails at all. Scenarios are plain, readable files, so the community can write their own starts, disasters and constraints and drop them straight in.
This is Early Access. The data center floor is built to grow: add rows and cages to expand it, spread your customers across separate zones, and build real multi-region resilience by hand. More hardware, bigger scenarios and hyperscale scale are on the road ahead.
For the engineers.
You already know whether we mean it. Here's what's under the hood:
Typed ports and cables, with real LAG / link-aggregation across member links
Managed L2 and L3 switches forming an actual switching fabric, not one abstract "network" stat
RSTP that converges, elects a root bridge and blocks redundant ports; loop the network and it storms
Oversubscription that bites when you cheap out on uplinks
Fault domains and single points of failure that are computed, not painted on
Reachability chains from host to switch to demarc to uplink, gating every allocation
Every service split into a control plane and per-host data-plane agents; partition them and it goes headless
Power draw and wear modelling, so hardware ages and degrades instead of tripping a random death timer
Capacity modelled as workload shapes fitting host shapes rather than a scalar bar
Reputation as an asymmetric ledger, with a capacity-fit check before you ever sign
A deterministic engine: same seed, same run, every time, headless-testable and replay-stable
Built honestly.
A deterministic Rust engine runs the simulation, and the renderer only ever shows you what the engine already decided. Nothing gets faked for the camera. Scenarios and mods are human-readable files. Windows, macOS and Linux from day one.
Uptime is in Early Access. The full loop is here and playable now: campaign, sandbox, hard modes, and the customer and service simulation underneath them. Early Access is where the breadth grows on top of that, more places to build, more hardware, more scenarios, and steady polish across art, audio and onboarding, with the direction shaped by what players push on, the infra crowd most of all.
Features
First-person, hands-on - walk the floor, carry the hardware, run the cable. You're in the room, not hovering above it.
Cabling as a hero mechanic - run every link by hand, with typed connectors, enforced reach and bend radius, and a live edge that carries traffic. Pull it and something goes dark. The way Factorio makes belts feel good.
Customers as commitments - reputation earned slowly and lost in an instant, every signup a bet against the capacity you can see.
A real cloud to run - VMs, storage, databases, Kubernetes, load balancers and functions, each with a control plane and data-plane agents on your hosts.
A simulation that pushes back - ports, power, fault domains, spanning tree, oversubscription and BGP are the actual model.
Emergent incidents - severity comes from real customer impact, not scripted labels.
Readable for anyone, honest for the pros - one-key jargon toggle over the same systems, no manual required.
Difficulty you control - live Easy/Standard/Hard that re-tunes everything, and hard scenarios that won't soften.
Breadth of play - campaign, scenario variants, open sandbox, and drop-in community scenarios.
Deterministic and mod-friendly - same seed, same run, plain-text scenario files.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
New
- A getting-started guide for your first ten minutes in the Garage. A step-by-step walkthrough of the opening: buying and racking your first hardware, running power and network cables, getting online, and signing your first tenant. If you're stuck at the start, read it here: playuptime.com/guide.
Fixes
- "You've outgrown this site" no longer pops the moment you load a fresh Garage game. The prompt now waits until you've actually met the advance requirements (monthly revenue and active customers), not just because you're holding your starting cash.
- Relocating no longer bleeds your tenants dry during the move window. Picking a migration window (for example the 12-hour planned cutover) now genuinely protects the customers who agreed to wait. Previously, if you moved sites and hadn't rebuilt capacity by the time the window closed, every tenant left at once and your reputation cratered to zero. Carried tenants now leave gracefully and penalty-free if the move overruns, instead of taking the full new-signup failure hit.
- The shop now updates immediately when you relocate. New-site hardware shows up in the buy panel the moment you arrive, instead of only after a save and reload.
- CPU-contention alarms stop flapping. A host whose latency was hovering right on the SLA line used to open and clear the same incident every few seconds. Contention incidents now open right away when a tenant is genuinely breaching, but hold steady and only clear once the host has been healthy for a sustained period. No more strobing alerts.
- Fixed a permanent "network loop" alarm on healthy redundant setups. If you wired a redundant path and Spanning Tree correctly parked the standby leg, the game kept a loop alarm lit forever even though the network was working perfectly and passed failover. A cleanly managed redundant loop is now recognised as the healthy design it is. Genuine problems (broadcast storms from unmanaged loops) still alarm as before. Existing saves clear the stale alarm on load.
- Fixed the rack alarm bar ballooning into the room. Unplugging a cable on an occupied rack could make the status light bar at the top of the rack stretch out into the aisle as a big box. It now stays a thin bar across the top of the rack where it belongs.
- The EDD's management/console port no longer shows a link light. The console jack on the carrier handoff device was lighting up like a live network port. It is a management port, so it now stays dark, matching the console ports on switches, gateways, and appliances.
Progression and balance
- Moving up to the Colo is now a proper milestone. Advancing from the Basement to the Colocation site asks for more than before: $80,000 a month in revenue, 60 active tenants, and a 0.55 reputation (previously $60,000, 30 tenants, and 0.40). The Basement has far more cooling and rack space than the Garage, so leaving it should mean you have genuinely built it out and kept your customers happy, rather than clearing the same tenant count you already passed on your way out of the Garage.
- The campaign win is a bigger finish, and you can keep going after it. Taking the crown at the Colo now calls for 100 tenants, $250,000 a month in revenue, and a 0.8 reputation (up from 50 tenants). A reputation that high only holds if you run a genuinely reliable shop. As always, choosing "keep playing" after the victory screen carries your save on so you can keep growing.
- Reputation opens the taps more deliberately. New prospects arrive faster the higher your reputation climbs, and the point at which demand reaches its full flood now sits a little further up the reputation scale. Building and protecting a strong reputation is more clearly the thing that fills your customer queue.
- The advance and win goals now show your reputation target. The objective readout lists the reputation you are working toward alongside the revenue and tenant counts, so you can see every requirement at a glance.
Progression and relocation
- Relocation now unlocks on the size of your business, not the cash in your account. Moving up is a funded relocation that carries your customers and capital forward, so it never costs you liquid cash to make the move. The old cash gates were quietly punishing the players who did the sensible thing and reinvested in hardware, leaving a thriving operation stuck with a full book of customers and an empty wallet. Sites now unlock on monthly revenue instead:
- Garage to Basement: reach $20k/mo revenue with 30 active customers.
- Basement to Small Colo: reach $60k/mo revenue with 30 active customers and 0.40 reputation.
- Garage to Basement: reach $20k/mo revenue with 30 active customers.
- The basement bar sits higher on purpose, to keep you building down there a little longer before the colo opens up.
Seeing where you stand
- New Monthly Revenue objective. Your progress toward the next site's revenue target now sits right beside the customer count, instead of being something you had to work out for yourself.
- You get a heads-up the moment you can relocate. No more opening the ops console and checking the Relocate tab to find out the door was already open.
Fixes
- The basement no longer starts with a free full-height rack. You move in with the wall cabinet for your carrier handoff and buy your first floor rack yourself, same as the garage.
- The relocation cutover-plan buttons (Rushed, Planned, Phased) had a click area smaller than they looked and were awkward to hit. Fixed.
- Existing garage and basement saves pick up the new gates and balance automatically on load. No new game needed.
Economy and pacing
- The garage now pays properly. Each customer is worth more while you are still in the garage, so the opening funds itself on per-customer revenue instead of forcing you to onboard a crowd. Later sites settle back to the standard rate as your scale grows.
- New customers arrive at a steadier pace in the garage. The intro faucet was running about twice too fast and could bury a garage in dozens of tenants before you had found your feet. It is now paced so the opening builds instead of floods, and the advance-to-basement goal is a milestone you grow into rather than blow past.
Contention and incidents
- CPU contention alerts no longer pile up or cry wolf. A "CPU contended" incident now opens only when a host is genuinely over capacity and a customer on it is actually breaching its service level. A host that is busy but keeping up is shown as a state on the host console, not raised as an incident.
- Contention incidents now clear on their own once the host recovers, load drops, or you migrate work off it. Previously they were opened but never resolved, so they accumulated forever.
- Contention severity now reflects real impact (money at risk and service level), not how long the alert has been open. A minor, long-standing contention no longer escalates itself to the top "existential" severity.
- Incident headlines now use the name you gave a server. A renamed host reads as "Server01 CPU contended" instead of "host 27," so you are sent to the box you actually named.
Placement and migration
- New workloads now balance across your fleet. New virtual machines are placed on the least-loaded eligible host instead of piling onto the first one that fits, so adding a server actually spreads load onto it rather than new customers landing on an already-busy host.
- You can now migrate a virtual machine onto a host that still has room under its overcommit ceiling. The migration check used to ignore the overcommit dial and measure against raw physical CPU, so it refused hosts that clearly had space to sell.
- A migration that cannot be placed is no longer silent. If there is no host with room (or the target is offline or incompatible), you get a clear message and the machine stays exactly where it was, instead of appearing to move and then snapping back.
Host console
- The CPU resource bar now shows live load (actual demand against physical cores) rather than how much is reserved, so a genuinely busy host reads high and a packed-but-idle host reads its real, lower load.
- The workloads list now includes a "Control plane + host services" row. The platform's own CPU use (the control plane and per-host agents) used to be invisible, which made the CPU figure look like it disagreed with the listed workloads.
Oversubscription
- The capacity fit indicator now responds to your overcommit dial. Comfortable and Tight used to be measured against a host's raw physical CPU, so the dial never moved the reading. It now measures against the sellable, oversubscribed ceiling: turn the dial up and hosts read more comfortable, turn it down and they read tighter.
- Turning the fleet overcommit dial down now rebalances your fleet instead of just changing a number. If lowering the density leaves a host carrying more than its new ceiling allows, the game sheds the excess virtual machines (newest first) onto hosts that have room. If the whole fleet is full there is nowhere to move them, so the over-packed host keeps serving under contention until you free up space.
- The overcommit help now teaches the right thing. Reading up on CPU overselling used to open the unrelated network fabric oversubscription article. There is now a dedicated CPU overcommit explainer, and the "How far can I oversell?" and noisy-neighbour cross-links point to it.
Growth requests
- Taking on a customer or an upgrade that would run your fleet oversubscribed now reads clearly. The request shows an "oversubscribed" verdict with a plain recommendation, and overselling is gated behind a soft "Approve anyway" confirmation rather than blocked outright. Overselling is a choice, not a wall.
- A fleet with no free headroom now reads as such in the growth flow, so you can see at a glance when the answer is "buy more hardware" versus "dial up density."
Device consoles
- The "Hide down" filter and the per-port "Select for bonding" control on the switch, gateway, and appliance consoles are now real sliding toggles instead of chip buttons.
- The gateway and appliance consoles now have the per-port Select toggle and a visible "Bond ports" button, matching the switch. Marking ports for a bond no longer requires the keyboard.
- The gateway's first tab is now called "Ports" instead of "Uplinks."
- The Threats tab mitigation bar now reads correctly. It is coloured by status (green when protected, amber when absorbing, red when leaking) instead of always showing orange, and an empty bar means nothing is being blocked instead of showing a permanent sliver. The columns were relabelled so they mean what they say: "Residual" is now "Getting through," and "Capacity" is now "Flood budget," the budget for active flood/attack traffic, not a cap on the benign background traffic the box filters for free.
Contention and incidents
- CPU contention alerts no longer pile up or cry wolf. A "CPU contended" incident now opens only when a host is genuinely over capacity and a customer on it is actually breaching its service level. A host that is busy but keeping up is shown as a state on the host console, not raised as an incident.
- Contention incidents now clear on their own once the host recovers, load drops, or you migrate work off it. Previously they were opened but never resolved, so they accumulated forever.
- Contention severity now reflects real impact (money at risk and service level), not how long the alert has been open. A minor, long-standing contention no longer escalates itself to the top "existential" severity.
- Incident headlines now use the name you gave a server. A renamed host reads as "Server01 CPU contended" instead of "host 27," so you are sent to the box you actually named.
Placement and migration
- New workloads now balance across your fleet. New virtual machines are placed on the least-loaded eligible host instead of piling onto the first one that fits, so adding a server actually spreads load onto it rather than new customers landing on an already-busy host.
- You can now migrate a virtual machine onto a host that still has room under its overcommit ceiling. The migration check used to ignore the overcommit dial and measure against raw physical CPU, so it refused hosts that clearly had space to sell.
- A migration that cannot be placed is no longer silent. If there is no host with room (or the target is offline or incompatible), you get a clear message and the machine stays exactly where it was, instead of appearing to move and then snapping back.
Host console
- The CPU resource bar now shows live load (actual demand against physical cores) rather than how much is reserved, so a genuinely busy host reads high and a packed-but-idle host reads its real, lower load.
- The workloads list now includes a "Control plane + host services" row. The platform's own CPU use (the control plane and per-host agents) used to be invisible, which made the CPU figure look like it disagreed with the listed workloads.
We built a datacenter sim where the incidents are real. It turns out one of them was a little too real: a scripted DNS outage that opened, degraded every customer, and then, in the finest tradition of on-call, never actually ended. It just sat there. Bleeding customers into the small hours while you refreshed the same three menus looking for a fix that did not exist.
It does not do that anymore.
Fixed
The DNS outage that would not die. The demo's facility-wide DNS outage was scheduled to open but never scheduled to close, so it ran until the heat death of your save file. It now resolves on time, the way the code comment always insisted it did.
The achievement paradox. "It's Always DNS" unlocks when a DNS incident resolves. The DNS incident did not resolve.
A few of you correctly diagnosed this as, and we quote, "it's always DNS," then closed the ticket. The achievement is now
obtainable by mortals.The haunted LAG. You could disband a link aggregation group and keep an open incident for it, loyally referencing a bond that no longer exists. The alarm has been informed of the LAG's passing. Disbanding a bond, or uncabling its last member, now clears it. Pulling one cable from an otherwise healthy LAG still does not, because that is usually you tidying up, not a disaster.
Changed
DNS outages now last 30 sim-minutes, down from a full sim-hour (about half a minute at demo speed). Long enough to sting, short enough that "wait for it to clear" is a real answer and not a lifestyle.
Saves
Affected saves self-heal. If you were stuck with an eternal DNS outage or a ghost LAG alarm, just load your save on 0.1.3 and it clears itself. No action needed. A session that is running right now clears on its next load.
For the record: it was DNS. It is always DNS.
Current Release
Build 24268589
Uploaded Jul 18, 2026
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System Requirements
How to Install
Uptime.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
1.9 GB
24268589
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