UPTIME: A CLOUD PROVIDER SIM Fact sheet — RubyRack Games ------------------------------------------------------------ Developer / Publisher RubyRack Games Platforms Windows, macOS, Linux Genre First-person management / tycoon / simulation Demo Free on Steam — 6 July 2026 Early Access 17 July 2026 Price Announced at launch Engine Deterministic Rust engine (headless, replay-stable) Store https://store.steampowered.com/app/4813880/ Website https://playuptime.com Press contact press@playuptime.com Social @uptimegame · Discord: discord.gg/QMPygeCQN ------------------------------------------------------------ ONE LINE Build a cloud provider from a garage to a hyperscaler — and the networking is really simulated. SHORT DESCRIPTION Uptime is a first-person cloud-provider sim. You buy the hardware, carry it to the rack, and run every cable by hand — then keep real customers online as a deterministic engine pushes back. Under the tycoon layer the infrastructure is modelled for real: L2/L3 switching, RSTP (loop it and the floor drowns in a broadcast storm), LAG, oversubscription, fault domains, power budgets, mTBF. A one-key "jargon mode" flips the whole UI between plain language and real terminology, so newcomers can finish it and engineers can turn the training wheels off. Two Point Hospital meets Factorio, in a modern datacenter. WHAT MAKES IT DIFFERENT Most datacenter games model the network as one bar that fills up. Uptime doesn't fake it — every port, cable, switch and host is a live entity in the engine, and every LED reads real state. Working SREs respect the sim; non-engineers can still finish the campaign. FEATURES - First-person, hands-on — walk the floor, carry the hardware, run the cable. - Cabling as a hero mechanic — typed connectors, enforced reach and bend radius, live edges that carry traffic. - Customers as commitments — reputation earned slowly, lost in an instant. - A real cloud to run — VMs, storage, databases, Kubernetes, load balancers, each with a control plane and per-host agents. - A simulation that pushes back — spanning tree, LAG, oversubscription, fault domains, BGP-style reachability. - Readable for anyone, honest for pros — one-key jargon toggle over the same systems. - Deterministic and mod-friendly — same seed, same run; plain-text scenario files. FOR ENGINEERS (under the hood) - Typed ports and cables; real LAG / link-aggregation with member links - Managed L2 and L3 switches — a real switching fabric, not one "network" stat - RSTP that converges, elects a root bridge, and blocks redundant ports - Oversubscription that bites when you cheap out on uplinks - Fault domains and single-points-of-failure that are computed, not cosmetic - Reachability chains: host -> switch -> demarc -> uplink, gating every allocation - Services split into a control plane and per-host data-plane agents - Power draw and wear modelling; hardware ages, no random death timer - Deterministic engine: same seed, same run — headless-testable, replay-stable AVAILABILITY Demo keys available now; Early Access review keys on request. Interviews and dev Q&A welcome — press@playuptime.com.