Quotes now match the bill, a server with two network cards runs active and standby, and moving site keeps what you paid for. Joining a friend no longer freezes the loading screen.
Changed
- Four customer types now want a SIEM before they sign. Enterprise pilots, government contracts, fintech and healthtech startups need a powered, cabled SIEM on your network. Certification demands stay off until you can earn certificates.
- An unbonded server uses one network card. The second card is a standby that takes over if the first fails. Bond the cards to use both.
- Quotes match the bill. Prospect cards, relocation and margin figures now include the $75, $200 or $500 monthly platform fee.
- Down capacity stops billing, and the spend cap covers more services. Compute, storage and requests stop billing while their server is down, and CDN, object storage and load balancers stop serving at the spend cap.
- Emergency bailouts scale with your costs. Each one covers at least 30 days of your monthly costs, never less than $25,000, and still grows 1.5x per use, three per run.
- "Cover the edge" asks for the right flood protection. It asks for the carrier's Proxy plan at a garage or basement, and the Basic Scrub router add-on at larger sites.
- Hints and teaching arcs are a world setting. In multiplayer only the host, or a dedicated server's admin, can change them.
Fixed
Performance
- Large outages, busy networks and big fleets no longer slow the game. Site-wide incidents, filling links and quest tracking all keep the game at speed as your operation grows.
Hardware and networking
- Carried and unplugged gear behaves like it is off the rack. It adds no heat, survives its old rack's failures, and gets the same depth and breaker checks when you rack it again.
- Selling and recalling gear leaves nothing behind. Routers drop their add-ons and cables cleanly, a chassis drops its line cards, and your lists keep their order. A slot past a rack's top is refused.
- Wall-mounted routers work like racked ones. You can put one back on the wall, and attacks on it count toward its zone.
- Bond changes apply at once and keep your settings. Mode, minimum links and WAN policy reroute traffic on the next tick, and a refused or repeated LACP request no longer loses the bond.
- Bonds count only real data links. Keepalive and stack cables cannot join, breakout legs can, a patched member counts at its slower end, and pulling the last cable clears the bond.
- Link states read true. A link stops reading saturated when traffic ends, an upgraded line stays down through an outage, and a split MLAG pair drops half the requests crossing either switch.
- An overheating one-server room can lose its server. Thermal runaway now fails the only server instead of raising an alarm with no effect.
Customers and money
- Changing a server's job queues its workloads. They copy over the network through the migration queue like any other move, and the confirmation counts the moves queued.
- VMs keep their spread when they move. Drains, failures and rebalances count a customer's VMs per zone and never stack two on one empty server, and the move warning matches the spread advisory.
- Moves and resizes respect real room. A resize no longer overfills a server, and VMs leave a server that is unwired and powered off.
- Refunds and fees follow the contract. A Reserved customer who fails onboarding gets the prepay back, evicting an unbilled customer costs its contracted fee, and a bailout onto debt resets its deadline.
- Margins and part orders add up. Roster margins include Functions provisioned concurrency, and moving site keeps the books for carried part orders and cancels swaps on parts that left.
- Customers explain why they leave. The log names missed availability, undelivered services, slow storage or broken spread instead of a health number.
- Requests and prospects fit your fleet. The growth card agrees with Approve for resize requests, and a prospect who signs while you have one server asks for a single service.
- Boxes stay where you put them. A pallet keeps its stacking order, and moving site brings your unopened boxes and part orders, with arrived spare parts usable again.
Progress
- Goals and scenario rules count what they should. The racked-servers goal counts only racked servers, arch-restricted scenarios refuse the wrong CPU, and Keep Playing needs a win first and the host's say.
- The Achievements panel lists only achievements you can earn. Four that have no way to unlock yet are hidden until their content arrives.
Multiplayer
- The shared world keeps real time. It ran about 4% slow before, because the host's clock lost a few milliseconds on every tick.
- A busy host no longer falls into a lag spiral. Each tick now hears every player before it moves on, so players stop drifting further and further behind on a large world.
- Joining and reconnecting tell you what happened. The loading screen keeps drawing while Steam verifies you, a final refusal stops reconnects and says why, and you are back only when the host confirms.
- Unfinished joins cannot lock players out. They take no seat, leave difficulty alone, never unpause or save the server, and are disconnected. One Steam account cannot fill the join queue.
- Difficulty matches your group from the first tick. Building a world or loading a save with friends connected scales demand to the whole group.
- A dedicated server resists a misbehaving client. It caps each player's position updates and spaces its empty-server saves, so one client cannot flood the others or overwrite every backup.
Incidents
- Incident cards name the right cause and customers. DDoS cards list only the attacked zone's customers, breaches follow the target's own edge, and "Servers can't see each other" covers switches joined only through the router.
- Incident figures stay current. Revenue at risk includes Functions warm capacity but not the flat platform fee, and a latency incident closes once the customer's traffic stops.
Interface
- Panels show the right numbers. Host CPU rows add up, switch charts plot real speeds, light links read "<0.1%", reopened charts keep their data, and the Internet screen and wallboard agree on WAN traffic.
- Text fits and warnings say what they mean. The capacity wall and shop descriptions no longer cut off, and the cooling warning reports heat against cooling capacity instead of naming breakers.
- Consoles and prompts stay in step. Guidance shows when you open a console, new leads are announced by who they are, a diagnosis shows only its latest result, and Q closes the robot console.
Notes
- Saves load both ways. A v0.1.72 save still opens in v0.1.71, and older saves open in v0.1.72, including ones with queued function calls, which load empty.
- Version lock. The game and its server now speak protocol 70, so a v0.1.72 client cannot join a v0.1.71 server or the reverse.
- Steam dedicated servers answer nothing before an approved join. A connection must pass the Steam ticket check before the server accepts any other request from it.
- Load once to heal. Loading clears workloads on sold servers, add-ons left by sold routers, bad bonds and stranded spare parts, and restores settings a difficulty change undid. Nothing moves.
- Load once to tidy older saves. Absorbed debt loses its old deadline, invalid numbers reset, guest-saved toggles and stale trolley entries go, bonds left by a dropped switch pair clear, and achievements follow the build.
- Churn reasons are cause codes. A probation churn event's `reason` is now `health-availability`, `health-unmet`, `health-storage`, `health-spread` or `health`, not a health number.
- API removals. `/api/v1/work-orders` and `/api/v1/work-orders/{id}` are gone, as are the `Diagnostics` fields `active_work_orders`, `pending_bond_requests`, `proposed_bond_groups` and the `uptime_work_orders_open` gauge.
- Prospect revenue estimates include the platform fee. `estimated_monthly_revenue_dollars` reads $75 (Silver), $200 (Gold) or $500 (Platinum) higher than in v0.1.71.
- Stricter command checks. The game refuses an unknown relocation window or NIC team mode, NaN or infinite numbers (`invalid_number`), a 0 m cable and a spread setting for an unknown customer.
