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All Games<br>> Simulation Games<br>> Uptime: A Cloud Provider Sim
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Uptime: A Cloud Provider Sim
Uptime: A Cloud Provider Sim
Developer
RubyRack Games
Publisher
RubyRack Games
Release
July 2026
Build a cloud provider from a garage to a hyperscaler - rack the hardware, run every cable, route the traffic, keep customers online. A first-person infrastructure sim where ports, power, fault domains, RSTP and BGP do real work, not flavour text. Readable for newcomers, honest for engineers.
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Release Date:
July 2026
Developer:
RubyRack Games
Publisher:
RubyRack Games
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Immersive Sim<br>Sandbox<br>Simulation<br>Building<br>Management<br>Automation<br>Base Building<br>3D<br>First-Person<br>Early Access<br>Realistic<br>Resource Management<br>Singleplayer +
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Languages:
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Interface<br>Full Audio<br>Subtitles
English
Title: Uptime: A Cloud Provider Sim
Genre: Simulation, Early Access
Developer:
RubyRack Games
Publisher:
RubyRack Games
Release Date: July 2026
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Coming Soon To Early Access
The developers of this game intend to release as a work in progress, developing with the feedback of players.
Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you<br>should wait to see if the game progresses further in development. Learn more
What the developers have to say:
Why Early Access?
“Uptime is a deep systems game, and systems get sharper when real players stress them. We want SREs and infra folks pushing on the simulation - the service model, the reputation and difficulty curves, the teaching - while there's still room to change all three. The people who run this stuff for a living will tell us where it's wrong, and we want to hear it before it sets.”<br>Approximately how long will this game be in Early Access?
“Around a year. We'll prioritise getting it right over hitting a date.”<br>How is the full version planned to differ from the Early Access version?
“The simulation is the hard part and it's already here, so Early Access is about adding breadth and depth to a loop that already runs end to end. We plan to keep growing the game in the directions players care about most - things like more sites beyond the campaign tiers, more hardware and scenarios, richer staff and incident systems, and ongoing polish across art, audio and onboarding.
Exactly what lands, and in what order, will be shaped by how the game plays and what the community tells us, so this is our direction rather than a fixed checklist.”<br>What is the current state of the Early Access version?
“Playable and complete as a loop - a working game, not a vertical slice. The full game runs start to finish: the campaign from a garage to a hyperscale fleet, open sandbox, and authored scenarios including hard modes and disaster runs.
Under it sits the real simulation. First-person building and cabling. Typed ports, cables and LAG. Managed L2/L3 switching with RSTP, and the broadcast storms that come with getting it wrong. Oversubscription, fault domains and reachability chains. Every service run as a real control plane with agents on the hosts that serve it. A customer layer where reputation is...