Back to rankings
Data Center

Data Center

by Waseku

★ 77%
Price $9.19
Avg Players 53
Reviews 743
Released Mar 31, 2026
AutomationEconomyHardwareIdler

Media

Video
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot

About this game

What players are saying

▼ Not recommended 4 hrs
Can not recommend this game. This game came off as a great game. But upon playing it you start to notice things that seem out of place. The game was released into 1.0 and not early access. Sure the game is 10$ but this does not feel like 10 dollars.

---Pros---
1. Cool cable routing system.
2. Cool packet simulation system.
3. Cool and functional rack mounting system.
4. LAG (technology) is built into the switches.
---Cons---
1. No VLANs. Everything just doesnt talk to anything else magically.
2. Money income is slow and honestly feels like an idle game.
3. No routing or any other technologies. Only the arbitrary IOPS that are usually used to calculate speeds of storage.
4. The in game tutorial...... Are these written by AI? Were these not checked for what the game uses? We are talking about IPv6. Front-Back cooling as if we have that, Server weights as if thats in the game, among many other things.
5. The servers are all the same except slightly retextured.
6. The switches are made for a spline setup but again no vlans so it just magically works aggregating everything.

This just seems like an idle game. Again Packet simulation super cool. Cable management super cool. The content of the game is severely lacking for a 1.0 release.

----Edits for clarity below----
The game really does not give us any concepts that are worth while. It talks about Spline-Leaf Architecture but as many have pointed out does not balance or do anything with the Spline-Leaf that is expected. VLANs are not a thing so keeping everyone seperate into only their own racks makes the most sense. Its not like we are using 2 WAN links from our carrier no we are only managing their internal ports. Their internal ports are using external IP addresses. We do not assign these addresses to servers except in extremely rare cases. The main thing this game is good at is the cable management. For education I would not recommend this.
274 found helpful Steam ↗
▼ Not recommended 1 hrs
I'm a datacenter operations technician and I love simulation games, so when I saw this game was coming out I was a bit excited. It's weird seeing a simulation game about your niche job.

After playing the demo, however, I was so disappointed that I didn't plan on buying the full game once it released. I was bored and figured I'd give it a shot since it was a bit cheap. After playing, I don't think it's worth the price... It is insanely lackluster in every capacity. As a business simulation game, a datacenter game, networking, it is all so barebones and just not worth playing.

-There is no cooling/heat aspect to the game
-There is no power aspect, there are no PDUs, or rack mounted PDUs to manage
-Cabling is super basic and more for personal aesthetic, there is no reason to manage cables because cables don't interact with each other.
-Device EOL is dumb, there is a countdown to device failure which makes redundancy pointless
-SLAs are kind of pointless
-Very few items, 4 different types of servers with 2 servers each. Also, the different types are just different colors.
-Patch panels are pointless. They just connect you up 1 RU, you can't adjust the connection points on the back
-Balance is bad, you start with enough XP to buy all of the basic servers and stuff
-No point in using fiber or SFPs except to increase data rate to the final destination, which you'll be bored of the game by the time you need to
-Subnetting is done for you, you just input the next IP on each device, Copy > Paste > Next IP, repeat. Even with the QOL update it's tedious.

The game was released as a full game, rather than early access, but the full game does not offer many more features. Overall, this feels like a cash grab that will be abandoned like most other simulation games.
145 found helpful Steam ↗
▼ Not recommended 1 hrs
A great idea buried under an unfinished game

The concept here is genuinely exciting: build a datacenter from scratch, physically rack your servers, run cables by hand, and watch network traffic visualize in real time. If that pitch speaks to you, you are not alone. It spoke to me too. Unfortunately, the execution falls well short of what the idea deserves, and what is here feels closer to an early alpha than a finished product.

From a networking standpoint, the simulation is extremely thin. There are no VLANs, no real switching logic, no routing, no DHCP, no per-interface configuration, and no separation between networks. The highest port-count switch available tops out at 32 ports — for context, standard datacenter switches begin at 288 and can exceed 1,000. Bandwidth is technically presented as a constraint, but in practice a single rack will never come close to saturating it, making the whole concern moot. Without meaningful bandwidth limits, higher port-count options, or actual networking concepts to engage with, the design space collapses quickly.

The hardware layer suffers from the same shallowness. Servers have no configurable interfaces, no SFP slots, and no architectural trade-offs — they are essentially IOPS generators you place and forget. There is no virtualization layer, no hypervisor model, no overcommit or resource pooling of any kind. Each client gets dedicated hardware, which means "scaling" is just adding more of the same rack over and over. That is not datacenter design; it is copy-paste. The fact that the game also lacks any templating system makes this repetition genuinely tedious.

Client management barely exists. Once a client is acquired, they become a static fixture. You cannot reallocate resources, adjust services, manage SLAs, or evolve their setup in any meaningful way. This strips out one of the most interesting parts of running infrastructure.

The cabling system is the game's strongest idea, and it still feels unfinished. Cable supports are misaligned and visually inconsistent, and small interactions — like adding SFPs one at a time to a 32-port switch, 64 times over — become a chore rather than satisfying fiddly work. The UI is dated, the office environment feels largely empty and autogenerated, and the tutorial fails to explain even basic concepts clearly.

The result is a game that does not know its audience. It is too shallow for anyone with real infrastructure knowledge, and too poorly explained for someone trying to learn. The idea is excellent. The game, in its current state, is not. Come back in a year or two — but do not buy it today.

Score - Refunded 1.5/10
114 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

1.0.49.1

47 days ago
motionblur not set properly on start

Data Center v1.0.49 - Faster Technicians, fixes

47 days ago
New: 2 new dumpster and pickup spots for technicians Improved: technicians are faster Fix: Canvases on devices and customer bases load faster Fix: Rebinding keys for movement were changing arrow keys instead of WASD, now the WASD will be rebinded and arrow keys will stay Fix: AutoSave options in pause menu Fix: Technicians were missing if overloading save from pause menu, technician manager not cleared properly Fix: Rackmount did not reset color saved on them when unmounting rack Fix: wrong translation ID on confirmation when releasing employee Improved: LOD for long distance rack Fix: when item with non custom color was added into shopping cart after custom color it merged Fix: Trolley reset state onload

Data Center v1.0.48.1 - Performance update

49 days ago
Fix: In server config on the edit label the key presses were registered in the IP configFix: Server label was not loadingFix: Existing server label was filled in, in the Server configPerformance updates Improved: Object pooling for technician jobs. The devices changed by technicians are no longer destroyed but inserted into a pool and reused next time. (GC Garbage collector overload)Improved: Expensive canvas updates, each server and switch shown value with seconds and canvas had to be reloaded because of that. Now EOL on the device shown in minutes.Improved: World Canvas culling is now one system instead off on each objectImproved: many assignments moved out of loops to decrease usage of GC.Improved: instantiation of broken particles removed (these were not made well and for many users not even visible, to increase performance completely removed)Improved: Cablelinks loading logic, speed up loading processImproved: Decreased FixedUpdade calls in all usableObjectsImproved: Balance Sheet tracking of finances performanceImproved: Removed rigidbody from everyobject inserted in the rack or port to remove physics overheadImproved: Sprite Atlas for all customer and app logo to have only one sprite draw call per canvasImproved: DX12, previously game was forced on DX11 - but the game actually feels smoother on DX12. (new option in steam to launch the game as DX11)

Posts come from Steam's official announcements feed.

Comments

Log in to leave a comment.

Loading comments…