Press info
Press kit · RubyRack Games
Everything you need to cover Uptime: A Cloud Provider Sim: the fact sheet, game description, technical highlights, media, logos, and downloadable assets.
Fact sheet
- 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
- Engine
- Deterministic Rust · headless and replay-stable
- Store
- Steam
- Website
- playuptime.com
- Press contact
- press@playuptime.com
- Social
- @uptimegame · Discord
About the game
Build a cloud provider from a garage to a hyperscaler, and the networking is really simulated.
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, LAG, oversubscription, fault domains, power budgets, and MTBF.
A one-key jargon mode flips the entire UI between plain language and real terminology, so newcomers can finish the game and engineers can turn the training wheels off. It is Two Point Hospital meets Factorio, in a modern datacenter.
What makes Uptime different
Most datacenter games model the network as one bar that fills up. Uptime does not fake it. Every port, cable, switch, and host is a live entity, and every LED reads real state. Working SREs can dig into the simulation while non-engineers can still finish the campaign.
Key features
- First-person, hands-on: Walk the floor, carry the hardware, and run every cable.
- Cabling as a hero mechanic: Typed connectors, enforced reach and bend radius, and live edges that carry traffic.
- Customers as commitments: Reputation is earned slowly and lost in an instant.
- A real cloud to run: VMs, storage, databases, Kubernetes, and load balancers, each with a control plane and per-host agents.
- A simulation that pushes back: Spanning tree, LAG, oversubscription, fault domains, and BGP-style reachability.
- Readable for anyone, honest for pros: One jargon toggle over the same underlying systems.
For engineers
The deterministic Rust engine decides the state of the simulation; the renderer only shows what the engine has already decided. Nothing is faked for the camera.
OK Typed ports and cables with real LAG member links
OK Managed L2 and L3 switches forming a real switching fabric
OK RSTP convergence, root election, and blocked redundant ports
OK Oversubscription that matters when uplinks are undersized
OK Computed fault domains and single points of failure
OK Reachability chains from host to switch, demarc, and uplink
OK Control-plane services with per-host data-plane agents
OK Power draw, hardware wear, and workload-shaped capacity
OK Asymmetric reputation and capacity checks before signing
OK Same seed, same run: headless-testable and replay-stable
Media and downloads
Trailers
Contact
Demo keys are available now, with Early Access review keys on request. RubyRack Games is happy to answer questions or arrange an interview or developer Q&A.
Press may use the supplied text and media, including for monetised videos and streams.