Silicon Pirates is a browser-based rack simulator where power, networking, and storage aren't abstractions, they're systems you actually wire together. Rack real devices, run real cable topology, and watch load, heat, and uptime respond to the choices you make, not a progress bar.
You start with $1000 in Lab Credits and an empty rack. Everything from there, what you buy, how you wire it, whether it survives a fault, is on you.
Also playable on your phone: sp.silicon-pirates.com/m/ -- same account, same rack, no separate signup.
You can play the whole game with zero signup, your rack saves and resumes automatically either way. But registering a real username, free, inside the game (click your name in the top bar), locks it in permanently, guaranteed, and unlocks the Marketplace: real cross-session trading with other actual players for racks, devices, and cosmetic trinkets. Every item you register also keeps a full, readable ownership history from the moment you get it onward, through however many hands it passes through after.
Your existing save, chips, and progress don't change when you register, it just attaches a real identity to what you already have. See the full breakdown in the Marketplace manual.
The browser build is live and playable right now, free, no install. It's a genuine work in progress: new systems, devices, and balance passes ship regularly, and this site tracks the current state as closely as it can.
Follow active development on r/SiliconPirates, or see what's shipped so far versus what's still ahead on the Roadmap.
players commandThese screenshots are taken directly from the active development build. Everything shown, power draw, device state, networking, terminals, LEDs, and failure conditions, is simulated in real time.
This is not a cinematic mock-up or static UI. What you see reflects actual game state, configuration choices, and system behavior as it exists in the current build.
Real clips from the active development build. These are not trailers, this is live simulated state. Click any panel to open full playback.
The rest of the game is you against the simulation. This is you against other real operators — real accounts, real racks, real credits moving between them. It is the only system where another person can take something of yours, so it is the only one that is opt-in and stays off until you deliberately switch it on.
Opting out is one button, always available, with no confirmation and no cooldown. Opting in makes you attackable straight away but bars you from attacking anyone for six hours — the risk lands before the advantage does, so the switch can never be used as a weapon.
An attack is four rounds — recon, breach, persist, payload — each a different puzzle drawn from a pool of sixteen, so no two runs are the same. Lose any round and the run is over. Win it and you siphon half of what the rack is carrying, capped at 25,000 credits, and only 40% of that if nobody was home to defend. An unattended rack is a smaller prize on purpose: waiting for somebody to log off is not a strategy here.
You are never robbed silently. An intrusion raises an alarm anywhere in the game, naming who it is and how far they have got, and you can play a defence round to repel them outright — nothing taken, no downtime, and an hour to hit back. Losing a defence costs you nothing extra, so trying is always worth it. Or pull the plug: it always works, and it always costs you.
Nobody can camp you. Two hours untouchable after a robbery, six hours before the same attacker can return, ten attacks a day each, and every limit counted per account rather than per rack. Chips can never be hacked or siphoned, by anyone, ever — only credits and crypto ever move.
Some racks in the directory are run by the house, and the game does not tell you which. They carry real loot, and they attack back on the same rules — 150 seconds to answer, no more than once every 12 hours, and never against a rack below 60 Reputation.
Rack a Gambling Server and you get the house slot machine, playable from any terminal or from the device's own panel. It pays Lab Credits only — the real-money currency is never involved.
The odds are published rather than hidden: the paytable shows the exact chance of every symbol and a return-to-player of 93.5%, with something paying on about 28% of spins. Over a long session the machine still takes more than it gives, and it says so.
Two jackpots. One resets hourly and is yours alone. The other is shared by every player in the game, starts at 100,000 credits, grows with every spin anywhere, and when somebody takes it their name appears on every gambling server in the game and everyone is notified.
It is also the heaviest device in the roster — 620W typical against a 900W ceiling, running hot enough that cooling is close to mandatory — and it needs a NAS share to keep its ledger, which you can read and purge.
Silicon Pirates has its own institute. Blackport Institute of Technology teaches the systems you are actually running — power and redundancy, thermals and maintenance, networking and addressing, storage and backup, security and defence. Every lesson says how the thing works, why you would reach for it, and what it costs you.
Each of the five courses ends in its own practical exam. Pass one and you are paid in Lab Credits, awarded a certificate for your public profile, and given a permanent discount on the hardware that course covers. Collect the certificates in a track and you hold a diploma; hold every diploma and you graduate.
Every device in Silicon Pirates ships with internal-style documentation.
Learn how systems behave, fail, and recover, just like a real lab. The same
docs are also searchable live in-game via the terminal's man <topic>
command and the Library panel.
Silicon Pirates is actively developed. If you're having any issues, big or small, please let me know. Player feedback directly shapes systems, devices, and mechanics.
Silicon Pirates is built like a real lab: power, networking, storage, failure states, recovery, a real anonymous save system, and terminal workflows that actually change state. That level of simulation takes time, testing, assets, and real infrastructure (this site and the game both run on infrastructure I pay for and maintain myself), and I'm building it independently.
The fastest way to support the project still costs nothing: play it, tell people about it, and send feedback through Contact. If you'd rather support it directly, the in-game premium shop (cosmetic skins, themes, and time-savers, never anything that outperforms honest free play) is the one real way to do that right now. Longer-term plans for the project, including what additional funding would accelerate, are laid out honestly on the Roadmap.