If you only read one document, read this one. This guide takes you from an empty rack to a functioning service with income, using the free browser version of Silicon Pirates.
In a hurry? There is a Quick Start button. On an empty rack, the Getting Started panel (desktop) or the rack screen (mobile) offers Quick Start my rack: one click buys and wires a small working setup -- PDU on the grid, a server and a router, powered, online, first contract accepted -- using the same parts and prices you would buy yourself ($200 of your starting $500). Everything below still applies; the quick-start rack is yours to take apart, sell, or grow.
All devices are purchased from the in-game shop before they can be installed. You start with a balance of $1000 in Lab Credits. Spend carefully.
Reminder: your rack saves automatically to an anonymous session, no signup required. Refreshing the page or closing the tab picks up right where you left off, on the same browser.
On a phone? sp.silicon-pirates.com/m/ is a real, playable mobile build, not a monitor, same account and save as the browser version above. Log in with the same session and your rack shows up exactly as you left it.
By the end of this guide, you will have a powered rack, internet access, a NAS with active storage, and a hosted game server generating income. Estimated time: 10 to 15 minutes.
1. Open the Shop and buy: a PDU, a Router, a NAS Server, and a Game Server.
2. Open the Device Palette and drag each purchased device into the rack.
Placement order doesn't matter visually. The cable connections you make next do.
2.1 Connect Power
2.2 Turn Devices On
If a device won't power on, check grid load, the PDU's capacity, and whether the PDU itself is actually wired to a grid slot. Power problems are almost always upstream.
Wire the Router to the NAS, and the Router to the Game Server, using network cables.
Wire the Router's WAN port to the ISP uplink. Without it, your services run but nobody outside the rack can reach them, exactly like a real router with no WAN connection.
Every device needs a real IP address before it can do anything network-related.
Once DHCP is active, connected devices automatically receive IPs. No IP means the device exists in the rack but can't communicate with anything.
Select the NAS, open the NAS Inspector, enable a client share, and set its size.
Select the Game Server and point it at the NAS share you just created. Shares aren't global, a device needs one explicitly assigned before it can use it. A powered, networked Game Server with no assigned storage still won't host anything.
Open the Game Server panel, install a game into a slot, set a price, and confirm the service is running. Players join automatically once it's live.
Watch player count, storage usage, power load, and your wallet balance. If income stops, something upstream broke: players left, storage filled, the network dropped, or power failed. Follow the cable path back from whatever stopped working.
Your utility bill is real, too: it swings with your own load and with time-of-day peak/off-peak grid pricing, and it appears in the Wallet like any other line item. Let it go unpaid too long and the grid slot itself gets disconnected, taking everything wired to it down until you pay a reconnection fee, so don't treat the bill as background noise.
Two panels do most of the day-to-day watching for you: a Device Inspector (click any device to see its full live state -- power, thermals, wear, network, everything specific to that one unit) and the Active Services Monitor (docked right under Rack Status), which lists every workload actually running rack-wide -- mining rigs, hosted game slots, AI compute rentals, NAS backup-mirror sync, cron jobs, an in-progress security audit -- with live power draw, temperature, operating cost, and revenue for each, without opening every Inspector one at a time.
Buy a Crypto Rig, wire it exactly like any other device (power + network), then give it somewhere to put what it mines: enable a NAS share for it and set a real "Share size (blocks)" above 0 (a share left at 0 capacity mines nothing forever, silently). Toggle mining on in the rig's own Inspector and pick a profile (Eco/Balanced/Turbo trade rate for power draw). Mined coin lands in the NAS vault first -- Transfer it into your Wallet, then Sell/ Convert it at the live market price into spendable Lab Credits. Skipping those last two steps is the most common reason a rig looks like it's mining but the balance never moves.
Open the Contracts tab in the bottom dock. The board offers 3 real objectives at a time, drawn from a pool of 60+ (each with its own client, backstory, and reward) -- some pay out instantly once satisfied, others need the condition held continuously for a few minutes. Completing your first one also unlocks a certain terminal easter egg. Higher-difficulty contracts need a real Reputation level before they'll show up on the board at all, so the pool genuinely grows as you do.
The rack-wide grid kill switch instantly cuts power and halts everything drawing from it. Use it to stop a runaway situation (an overloading PDU, a fire risk) before it gets worse.
Not every fault means a device just went dark. A watchdog-error or stack-overflow fault is a distinct software hazard class -- the device stays powered on the whole time, and your rack uptime streak is never affected by it, no matter how long it sits unrepaired. Click the fault banner to run its diagnostic-sequence repair mini-game: pick the correct next terminal-style command, in order, across a few short rounds. A wrong pick or a timeout just fails that attempt -- it's free and instantly retryable, no cooldown, no penalty. A regular hardware fault (the generic "random" cause, or a wiring/overload hazard) is the one that actually needs a power cycle or an Isolate/Investigate response, exactly like the rest of this guide describes.
Once the basics are running, there's a lot more to the simulation than this guide covers on its own:
man, help, and basic diagnostics -- press ↑ to recall your last 5 commands, like a real shell; scripting and cron come once you're comfortable with one-off commands
Every device and system above has its own dedicated page in the
Service Manuals, and the same documentation is
available live in-game via man <topic> in any terminal
-- including man services for the Active Services Monitor and
man leds for what every status dot on a device row means.
Once the basics are second nature, these are the decisions that separate a rack that survives from one that just runs:
The Missions tab hands you five jobs a day, drawn one per category (Operations, Economy, Client Work, Security and Build) so a board is never five versions of the same task. A full day is worth $4,000 and is designed to take about an hour of directed play -- not an evening. Three weekly jobs and a seven-day streak sit on top.
Progress is measured from the start of the period: "complete two contracts" means two more than you had this morning, not two ever. Missions are checked against the server, so an old save, a changed clock or five open tabs do not produce five days of rewards.
Missions also pay Shards, and 1,000 Shards is one Chip -- 100 a day, 200 for the weeklies, 100 for a seven-day streak, which comes to exactly 1,000 for a properly played week. That part accrues for everyone from day one -- account or not, and your streak with it. Converting Shards into Chips is the one step that needs a free registered account at least three days old, and registering brings every Shard you already earned with you. It is a real route to the paid shelf, not a token one.
The Wallet's Chips tab is a separate, optional shop from the Lab Credits you earn by playing. It never sells an outcome free play cannot reach, it cannot be spent on hardware upgrades at all, and it never buys cash, Reputation or mission progress. Every price that asks for Chips also names the free way to the same thing, right next to it.
Looks: device and rack skins, premium cable colours, ten full-UI accent themes, a Custom Accent Colour unlock that lets you pick any colour you like, four terminal typefaces, a custom rack nameplate, and trinkets with a Display Tray to put them on. Two of them are what other players actually see: a colour for your name on the Marketplace, and a frame around your post in the Show My Rack gallery.
Convenience: Instant Repair, an instant contract-board refresh, Instant Maintenance on one device, a Rack Maintenance Sweep across the whole rack, and a Vault Sweep that empties every NAS vault into your wallet at once. Each of these buys clicks or waiting, nothing else.
Recovery and protection: an Insurance Policy that auto-repairs your next fault, a Device Insurance charge for a destroyed device, a Hacker Ward for temporary intrusion and ransomware immunity, Fire Containment that stops an overload fire spreading (the device already burning is still lost), and an Emergency Rack Restart that clears every recoverable fault at once. If ransomware ever locks your rack, the lock popup offers a same-value bailout too -- alongside the free way out.
Automation: a one-time Cable-Tie Auto-Organize, and the Auto-Repair Protocol -- per rack or across every rack you own. The Protocol has real limits rather than removing risk: intrusions, wiring hazards and destroyed devices are never touched.
Chips come in one-off packs -- bigger packs are better value per Chip, and your first purchase, whichever pack it is, is doubled.
The full breakdown of every system in the game is in the Player Guide.
Blackport Institute of Technology teaches every system in the game: how it works, why you would use it, and what it costs you. Seven courses, each ending in its own practical exam. Passing pays $600–$900 in Lab Credits, awards a certificate for your profile, and takes 10–15% off the hardware that course covers permanently. Graduating pays another $5,000. You need a free account.
A registered player gets a tagline, a biography, a picture and a cabinet of every certificate and diploma earned. Uploaded pictures are reviewed by a person before anyone else sees them.
Live hacking is the one system where another real player can take something of yours, so it is off until you switch it on. You will never be attacked by a person without having opted in first, and opting back out is a single button with no cooldown.
If you do turn it on: an attack is four rounds of mini-games, you get an alarm anywhere in the game naming who it is, and you can play a defence round to throw them out — losing that defence costs you nothing extra, so always try. A breach takes at most 25,000 credits, you are untouchable for two hours afterwards, and Chips can never be hacked or siphoned by anyone.
New players are safe regardless: nothing will target a rack below 60 Reputation.
A Gambling Server hosts the house slot machine — Lab Credits only, never Chips. The odds are published: 93.5% return to player, a hit on about 28% of spins, and a jackpot shared by every player in the game that starts at 100,000 credits. It is also the heaviest-drawing, hottest-running device you can rack, and it needs a NAS share for its ledger.