2026-07-18 v0.1.13 (Early Access)
Thanks for all the reports. This patch is a bug-bash pass driven almost entirely by your feedback.
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.