Build a GPU Rack, click it, and fill it with accelerators. Compute is sold automatically at the spot price, or committed to contracts and forwards that pay more. Profit buys more racks.
Every accelerator draws watts. Each Power Unit adds 28 kW. Go over capacity and the entire hall browns out at once — not just the newest rack. Power Storage banks a little energy to ride out dips.
Every watt becomes heat on that tile. A CRAC Cooler only cools tiles within 2 squares, so total capacity is not enough — placement matters. Open the Heat overlay and put cooling next to whatever glows. Past 32° clocks drop; past 45° it is severe.
Every accelerator needs a switch port or it sits dark and earns nothing. Each Fabric Switch gives 32 ports. The Fabric overlay shows which racks are connected and which are stranded.
Hardware fails — faster when hot, faster on the fragile high-end classes. Build an Ops Room to unlock hiring, then hire a Hardware Tech. They walk the floor and repair, but only if you have spare parts in stock. Order early; they take days to arrive.
Spot price drifts between roughly 0.4× and 2.6×, so revenue swings. Forwards lock a price for a fixed capacity — good when prices are low, painful if you under-deliver, because shortfalls carry penalties and cost reputation.
Milestones unlock better accelerator classes. Reputation from delivered contracts unlocks the serious research — aisle containment, immersion cooling, a bigger substation. Hover any stat in the top bar for live advice.
31 scenarios push back on you — heatwaves, grid curtailment, chiller failures, allocation cuts, fibre cuts, poached staff — plus upside like bulk deals and anchor customers. Most are forecast before they land, so you get a chance to prepare. Difficulty changes frequency, severity and how much warning you get, and can be switched mid-run from the ⚡ Chaos button — where you can also fire any scenario at will to test your hall.
Drag to orbit, right-drag to pan, scroll to zoom.