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v0.11.0latest
2026-06-25
New — a real UI
- Terminal + live sidebars. A fixed terminal pane with a specialized sidebar:
system/connection readouts, a network map, and an always-on decrypt strip.
- Network topology + the hunter. Jacked into a target, the sidebar draws the
network as a node graph and a counter-intrusion daemon stalks you along it —
it's your TRACE made visible.
bounce/quiet/pivoting visibly move it; it
reaching your node is the bust.
- Context-aware HUD. A calm green status bar at the shell that turns into a hot red
JACKED IN bar in a breach — live TRACE/HEAT, daemon distance, and an alarm
— so the meters can't be buried.
- “Jacking in” sequence. Connecting plays a full-screen CARRIER dive.
New — steal it now, crack it later
- Exfil is encrypted. Grabbing a host's payload nets an encrypted file
instead of instant cash — smash-and-grab under the trace clock, decrypt back home.
- Background cracking.
crack decrypts a file over minutes while you
keep hacking — it runs on shared compute cores (buy more to go faster).
Watch the hex decode live in the decrypt strip.
- Key shortcuts. Tough locks brute slowly — or loot the sibling host that holds
the keyfile to skip them, pulling you deeper into a network.
- Spoilage. Stolen data loses value while it waits in your backlog, so you can't
hoard — triage what you crack first (the file you're actively cracking is safe).
Feel
- Trace spikes are telegraphed — a warning fires before the hit lands, so you
can
bounce (dodge) or quiet (duck) it instead of eating a random spike.
- Trace rebalanced so a clean breach is tense but survivable.
v0.10.1
2026-06-04
Balance — heat is now a real meta-meter
- Heat builds while you're jacked into a host you don't own (~0.5%/sec, any access
level) — idle at the shell or mid-op alike. It's the cost of time spent on foreign
systems: get in, loot, get out — lingering is what burns you.
- Backdoored hosts are safe harbors — sitting on a host you've implanted adds
no heat, giving your beachheads a real second use as a place to pause.
- Off-target heat decay slowed ~5× (2.0 → 0.4%/sec) so heat persists between jobs and
trends upward across a session instead of evaporating in seconds.
v0.10.0
2026-06-04
New
- DDoS your marks.
ddos <host> floods a target from your relay
botnet, knocking it offline for ~45s. While it's down its defenses are soft —
breaches run at roughly half trace with IDS spikes suppressed — the way to crack
an otherwise-brutal high-tier target. Costs botnet charges and a big slug of heat,
so it's a real expenditure of the botnet you've built.
Balance
- Loot and contract payouts cut ~40% and the steep reward curve flattened, so buying out the
black market now takes ~5–6 strong marks instead of ~2.
Fixes
- Saves corrupted by duplicate target ids — which could mis-route an attack to the wrong mark
and strand a fully-looted target as un-owned — now self-repair on load.
Fully-stripped targets correctly read as looted.
v0.9.1
2026-06-02
Fixes
- Fixed target id collisions that could lose a target's “owned” state when a contract completed.
Distribution
- First public download — Windows installer, portable zip, and this download site.
v0.9
2026-06-02
New
- Living BBS. Completed jobs ripple out as board chatter, and boards restock with
fresh leads and contracts as you play.
v0.1 – v0.8
2026-06-01 … 02
- Initial development: an HTML/JS prototype ported to Godot 4 / C#. The core loop took
shape — dial BBS systems, extract leads, breach targets
(foothold → privesc → pivot → exfil), the
trace vs. heat meters, the gear & 0-day market,
fixer contracts, and the reputation / access-tier ladder.