Already Shipped, Playable Today
Everything below is live in the free browser build right now, not a promise for
later. Play at sp.silicon-pirates.com.
- Full 18-device rack roster: PDUs, UPS, routers, firewalls, switches, NAS (3 tiers), servers, AI compute, crypto rigs, hosted game servers, terminal servers, KVM consoles, and a Comm Device -- each a real, individually-purchased unit, not an unlimited unlock
- Real power distribution, grid simulation, PDU/UPS overload risk, and brownouts that knock out a grid slot until a genuinely-charging UPS carries the load
- Real utility billing: an hourly bill that swings with both your own load and real time-of-day peak/off-peak pricing, with genuine disconnection (and a paid reconnection) if it goes unpaid too long
- Overload fires that can spread from an overloaded PDU to every device plugged directly into it
- Layered networking: routers, switches, DHCP, ISP uplink, and a live bandwidth graph driven by your actual hosted-game players, AI rentals, and mining activity
- NAS storage with real capacity, growth, sharing, and failure states, plus a rack-wide storage overview showing exactly how much is unprotected right now
- A full terminal command system, including
man documentation across 20+ topics, scripting, and cron automation
- Custom racks and cross-rack cabling for multi-rack setups, including full cross-rack PDU/UPS power sharing -- a device powered through a cross-rack link behaves identically to a locally-powered one in every system (degradation, thermal, disaster recovery, revenue)
- Three recurring hacker collectives (one assigned at random per rack, each with a distinct full personality -- a comedic broken-English crew, a cold corporate-clinical outfit, and a chaotic Gen Z collective): ransomware, a mailbox, and a hackback path
- A full offensive and defensive hacking loop: firewalls and Heat/Reputation on defense, a rotating target board and scan/exploit/steal tools on offense
- A darknet market for grey-market parts and exploit kits, plus a separate used device market with fluctuating, rolled-condition pricing
- Client contracts, including black-box security audits that actively trigger a fault to test your response
- Disaster recovery via NAS mirror shares
- Device degradation, thermal modeling, and random faults
- Terminal-tracked achievements that pay a real one-time cash + Reputation bonus the moment you earn them
- A fully playable DOOM easter egg inside the simulation
- Player Reputation rank badges shown wherever a player's name appears, including Marketplace listings, not just your own HUD
- The Comm Device: own and power one to open a live directory of other genuinely active players, real usernames, Reputation rank, and how recently they were online, the first real step toward multiplayer
- Dark Room mode: dim the rack view to real low-light lab lighting with every LED and cable glowing bright against the dark, free for every player tier
- Anonymous session persistence: your rack saves and resumes automatically, no signup required, plus a one-click Reset Save (Chips you've bought are always kept)
- A premium shop (chips) with real purchases: device/rack skins, full-UI accent themes, a custom rack nameplate, a Hacker Ward, an Insurance Policy, and a one-time Cable-Tie Auto-Organize (routes power cables down a left rail and data/network cables down a right rail instead of free-hanging physics), cosmetic and convenience only, never pay-to-win
- Mobile companion, early access: a genuinely playable, slimmed-down build at sp.silicon-pirates.com/m/, sharing the exact same account and save as the desktop browser build. Rack view and device placement, touch-friendly cable wiring, Residential Grid, Wallet, Client Contracts, Radio, and Notifications are all live; further polish is next
Your Economy, Your Rules -- Real Billing, Real Transaction History
The browser version may include unobtrusive, SFW ads. There are no pay-to-win systems.
Still Ahead
Depth before polish, stability before scale, transparency over promises. If something
changes here, it'll be explained publicly, not quietly dropped.
Near Term, Browser Build
- Continued balance passes and tuning
- Performance optimization passes
- Inspector clarity and UI/UX polish, without cutting depth
- Expanding service manual and in-game documentation coverage
Multiplayer: PvP Raiding + AI Opponents
The next major system, planned but not yet built. The design is async and
snapshot-based, not real-time: scan another player's rack, attack its defenses,
and loot a partial cut of cash/crypto from a successful breach, never anything
backed by real money, and never a total wipe. The same engine drives AI-run
opponent racks so there's always something to test yourself against, not just
other players. Session persistence and the Comm Device (both already shipped,
above) are the deliberate first steps toward this: the account/session backend
it needs already exists, and players can already see who else is genuinely
online before there's anything to raid yet.
Mobile Companion App -- Early Access, Live Now
The mobile companion is real and already playable today at
sp.silicon-pirates.com/m/
in any phone browser. Log in with the same account you use on desktop and it
loads your real rack, no separate signup, no separate save, switch between
phone and desktop mid-session and pick up right where you left off. It's not
a read-only monitor: rack view and device placement, touch-friendly cable
wiring (tap a device to open an enlarged view with real touch-sized ports
instead of trying to hit tiny chassis ports with a finger), the Residential
Grid, Wallet, Client Contracts, Radio, and Notifications are all live and
fully connected to the same backend as the browser build. Further polish
is the next slice of work.
Silicon Pirates is staying a web app on both desktop and mobile, no port to
a game engine or an app-store build planned. The companion is a second,
phone-shaped entry point into the exact same simulation, not a separate game.
Extra hands would go toward exactly what you'd expect: contracted art and UI
polish, project management to keep scope realistic, and an extra programmer
to speed up feature work on the web app and the companion app alongside it.