Tower Networking Inc is a blend of simulation and economic-strategy with rogue-like elements. Physically connect your clients to your networks by patching cables into switches, routers and data risers. Run an internet service provider in a tower that keeps building random floors. Each new floor comes with unique residences and/or offices that naturally has a variety of different needs.
As the network operator, you are tasked to provide connectivity and various IT related services to the residents in the tower on a limited budget. Your board of directors have a strict policy where you must never go over-budget or face termination from your role. Additionally, some of your clients have service level agreements (SLA) and you must ensure their internet connection (and the services they need) stays up. If any of them files a complaint, then its game-over!.
Your goal is to ensure your internet service provider runs as long as possible.
Key Features:
RUN AN INTERNET SERVICE PROVIDER: Provide internet services to residences and offices in an ever-expanding randomly generated tower.
CABLE MANAGEMENT SIMULATION: Spaghetti ahoy! Link up switches and routers with various types (and lengths) of network cables.
COMMAND LINE INTERFACE: Trace connectivity between equipment, scan for devices, install server applications and troubleshoot your network issues all using the good-ole terminal console.
DIVERSE INTERNET ACTIVITIES: Cater to the wide variety of online activities like web forums, social media sites, online streaming platforms, digital banking, web-hosting. Host various applications to satisfy the needs of your clients.
HANDLE DISASTERS: From power outages to cyberattacks, you're in charge of disaster recovery of your network. Ensure your clients can still reach their digital destination even when the lights are out.
ECONOMIC STRATEGY: Keep a close eye on your finances. Invest in equipment, manage operational costs, and develop strategies to keep your internet service provider profitable.
SOLO AND CO-OP MODES: Play in a single-player tailored mode or play co-op with many friends with a harder difficulty setting.
MORE FEATURES AVAILABLE IN EARLY ACCESS:
Various online activities
Malicious users
Monitors for statistics
Buy equipment
Trolley to carry equipment
Network topology
Cloud save is currently in beta testing. It\'s recommended to back up your save files before testing (if you\'d like to adopt it early) in case any issues occur with the cloud sync feature.\n\nYou can back up your save files from the locations:\n Windows: %USERPROFILE%/AppData/Roaming/Godot\\\\app_userdata\\\\Tower Networking Inc\\\\saves\n Linux: ~/.local/share/godot/app_userdata/Tower Networking Inc/saves\n\n[u]To test Cloud save functionality:[/u]
[olist]Open Steam Console,
Windows: Press Win + R, then enter steam://open/console
Linux: Run steam steam://open/console in your terminal
[/*]In the Steam console, run the following command on both devices:,
testappcloudpaths 2939600
[/*]Verify the sync is working,
Launch the game and create a new save or modify an existing one
Close the game completely
Check the Steam console for sync confirmation messages
Launch the game and load your save from another device
[/*][/olist]You can also check your cloud saves at: https://store.steampowered.com/account/remotestorage
You\'ll need to repeat steps 1 and 2 on each computer where you want cloud saves to sync.
If issues occur, you can restore your saves by copying the backup files back to the original location. Feel free to report any problems along with your OS version and any error messages from the console.
0.9.1
new: added architect-zen difficulty preset.,
[/*]bugfix: fixed issue with start with all tech unlocked not unlocking admin programs (i.e., SunDNS, ubbt).,
[/*]bugfix: fixed issue with Tower Catalog being in game while loaded.,
[/*]bugfix: fixed issue with co-op clients not seeing rack units.,
[/*]bugfix: fixed issue with tower link creation on same socket.,
[/*]bugfix: fixed issue with notifications blocking mobileOS on RHS.,
[/*]bugfix: fixed synthamp bumps due to soundbar.,
[/*]bugfix: fixed issue with merchant pricing effects with proposal not persisting through saves.,
[/*]qol: surveyor now stores last scroll position.,
[/*]qol: improved readability on socket IDs with a different font.,
[/*]ext: lowered intro volume.,
[/*]ext: slightly improved tension on long cables.,
[/*]
0.9.0
code-refactoring.
[/*]qol: improved fiber optic cable colors.
[/*]bugfix: fixed issue with \"always on\" on \"route add\".
[/*]bugfix: fixed issue with barracks and sons causing issues when picking up devices.
[/*]bugfix: fixed camera glitch issues where players can teleport to a lower floor on the top edge.
[/*]bugfix: fixed UPS chaining discharge bug.
[/*]localization: updated ZH_CN localization.
[/*]
Greetings fellow Tower Admins,
We\'re pleased to bring you the latest major update (Build 0.8.42) for the game, introducing rack mounting, botnets and various other devices and proposals to the game.
New Rack Mounting
New racks are available, and devices can be mounted on these racks. Mounted devices will not slip when you\'re not watching, and they look neat!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/db0203babdadf9b422e177f7c960ec6aa5776daa.gif\"][/img]
Botnets
Enterprise users not getting enough visitors? Just fake traffic to them using botnets! This mechanic adds a new design challenge in analyzing user packets to fuel your bots.
Power Management
Remotely power devices on or off. Devices that are off do not drive up your power bill and can last longer even after their warranty expires. While we\'ve added some sensible reaction from Tenabolt to some of you admins who love to have your entire setup on non DC floors to skirt needing to pay power bills. We\'ve also sprinkled in some proposals that will still allow players keep doing that again, although that will certainly not make the folks at Tenabolt happy about it.
More tweak-able options and various QOLs
We\'ve added more options to tweak the game for your play-style.
Memento replacement too costly? Want to start out with all technology acquired without the randomness of proposals affecting your network design? These are all now tweak-able thanks to suggestions from your fellow admins. In addition, Time control through \"BreakTime\" will now by default not affect animations anymore, and is usable in co-op.\n
As always, we always welcome new feedback and are actively trying to add them to the game. Feel free to share your thoughts in the game by hitting F8 or by joining our Discord server to voice out your thoughts/ideas.
Full changelogs
[c]- new: rack mounting.[/c]
[c]- new: RIP advertised routes will now expire.[/c]
[c]- new: rack mountable power extenders and UPS.[/c]
[c]- new: rack mountable shelf piece.[/c]
[c]- new: racks originally found in any DC can now be removed.[/c]
[c]- new: \"always on\" allow commands to be repeated without typing \"on\" keyword.[/c]
[c]- new: ubbt can now consume from local device. (special thanks to Spanky for various botnet related tests).,[/c]
[c]- new: wirerat now costs 2 memory to run, \"inspect-user-traffic\" limited to 4 per installed memory of device.,[/c]
[c]- new: allow botnet traffic to generate \"inspect-user-traffic\".[/c]
[c]- new: tap inspect-user-traffic stack limited by memory (no longer requires concurrent user requests for uses).[/c]
[c]- new: users with hardware resets now sends an email notification.[/c]
[c]- new: added option to enable all tech at the start of normal runs (achievements disabled).[/c]
[c]- new: added option to tweak probability of user-offline hardware address reset behavior.[/c]
[c]- new: added option to tweak memento device replacement costs.[/c]
[c]- new: upgraded engine to godot 4.5.[/c]
[c]- new: added a hardware-based network load balancer.[/c]
[c]- new: added botnets and related commands.[/c]
[c]- new: added remote power on/off (unlocked by a \"Power management\" proposal).[/c]
[c]- new: DHCP boot-only now repeats request until a network address is acquired (instead of only requesting once at boot).[/c]
[c]- new: devices/users now always loses network address when they power off/go offline if DHCP is configured to periodic or boot-only.[/c]
[c]- new: users who went offline may change hardware addresses (which will also lose any configured network address).[/c]
[c]- new: pressing \'T\' now tears up empty cardboard boxes.[/c]
[c]- new: Tower links can be upgraded in place.[/c]
[c]- new: new settings option for coffee/tea time to not affect animations and physics and available in co-op.[/c]
[c]- balance: increased NLB2 bandwidth and significantly reduced cost.[/c]
[c]- balance: bandwidth of all switches increased by ~20% - 30%.[/c]
[c]- balance: bandwidth of all routers increased by ~25%.[/c]
[c]- balance: bandwidth of all firewalls increased by ~33%.[/c]
[c]- balance: users that cannot access new providers (within a fraction of grace period of provider remaining, depending on user) will not affect overall satiety.[/c]
[c]- balance: standard mode memento replacement daily fee reduced to 5 per device.[/c]
[c]- balance: lowered all cabler\'s union proposal costs to 300.[/c]
[c]- balance: proposals now auto-drafted every 3 days instead of 5.[/c]
[c]- balance: Lean administration proposals now cheaper with a higher reduction ratio.[/c]
[c]- balance: DC power rate now reduces to 30% of current DC power rate.[/c]
[c]- balance: early floor build bonus increases to 100 per day.[/c]
[c]- balance: increased default starting cash to 10000 for admin mode, 7000 for architect mode.[/c]
[c]- balance: penalty system on non DC floors if exceeded kwh limit for the day.[/c]
[c]- balance: added \"lobby against tenabolt\" proposal for public power use rights.[/c]
[c]- balance: added power related proposals that affects power costs/outage frequencies.[/c]
[c]- balance: added \"legal retaliation against tenabolt\" proposal that reimburses on outage/surges.[/c]
[c]- balance: new data center proposal now only increase admin fees by 10% instead of 100%.[/c]
[c]- balance: decentro prices now moves with trading activity.[/c]
[c]- balance: limited to 300 decentros per trade.[/c]
[c]- balance: trading decentro causes \"volatility\" which reduces selling price.[/c]
[c]- balance: decentro volatility decreases with amount of users.[/c]
[c]- bugfix: fixed issue with mounting on ghost racks.[/c]
[c]- bugfix: fixed issue with mouted device on loaded games with carts and collision.[/c]
[c]- bugfix: fixed drinking issues beyond 8x and 0.125x.[/c]
[c]- bugfix: fixed elevator wiki guide image distortion.[/c]
[c]- bugfix: adds recursion guard after 256 try-stack calls against self-referencing aliases.[/c]
[c]- bugfix: fixed p2p traffic not counting visits.[/c]
[c]- bugfix: fixed \"always on\" with route add command.[/c]
[c]- bugfix: fixed issue with coffee/tea time affecting outage/surge/worm timing.[/c]
[c]- bugfix: fixed grey square with in-game illusion browser.[/c]
[c]- bugfix: fixed decentro buy/sell decimal value.[/c]
[c]- bugfix: fixed traversal per second filter on dmarket.[/c]
[c]- bugfix: added fix for broken saves due to near-midnight drinking.[/c]
[c]- bugfix: fixed days in debt trigger game over if non consecutive.[/c]
[c]- bugfix: fixed some description formatting of proposals.,[/c]
[c]- bugfix: fixed sftp files having floating point sizes in display.,[/c]
[c]- bugfix: fixed wirerat load issues on dstat/watch.[/c]
[c]- bugfix: fixed issue with tower link requesting DHCP.[/c]
[c]- bugfix: fixed issue with discount proposals not working properly.[/c]
[c]- bugfix: starting cash affects achievments.[/c]
[c]- bugfix: traversal will now always revisit any nodes if it is egressing from a VLAN capable node.[/c]
[c]- bugfix: fixed dstat command running on debugger with \"using\" syntax.[/c]
[c]- bugfix: fixed pcap header width alignment.[/c]
[c]- bugfix: fixed vmconf copy not retaining files.[/c]
[c]- bugfix: fixed time scaling affecting reliability.[/c]
[c]- bugfix: fixed issue with overvoltage directive probability.[/c]
[c]- bugfix: fixed cable unspooling too far when cardboard boxes are not upright.[/c]
[c]- bugfix: device no longer auto-reset when a storage extension is suddenly removed.[/c]
[c]- bugfix: fixed time scaling issues with save games.[/c]
[c]- bugfix: fixed time scaling issues causing power loss on devices.[/c]
[c]- bugfix: fixed issue with family shared copies hosting lobbies.[/c]
[c]- bugfix: fixed loans not updating on joining co-op players.[/c]
[c]- bugfix: fixed issue with RIP configuration on invalid ports.[/c]
[c]- bugfix: tweaked physics engine to be less slippery.[/c]
[c]- bugfix: fixed use stack issue with database-hub.[/c]
[c]- bugfix: fixed issue with decentro currency still on device after memento reset.[/c]
[c]- qol: added random seed button.[/c]
[c]- qol: SLA warnings now show user type and floor.[/c]
[c]- qol: vmconf create can now set a netaddr on VM creation.[/c]
[c]- qol: scan now accepts \"from\" and \"with\" syntax for broadcast debugging.[/c]
[c]- qol: scanning exploit can now be optionally turned off after acquisition.[/c]
[c]- qol: sftp cp * now possible.[/c]
[c]- qol: added option to disable flickering lights on floors.[/c]
[c]- qol: vlan command now allows multiple tags to be created (i.e., vlan tag portN with #1 #2).[/c]
[c]- qol: UPS now shows remaining time of current load.[/c]
[c]- qol: wildcards using asterisk \"*\" now allowed on firewall traffic types - i.e., \"deny tcp/51*\"[/c]
[c]- qol: alias now accepts $n or ${n} everywhere - i.e., \"echo $1/${2}\" now works.[/c]
[c]- ext: increased starting cash option ceiling to 20000.[/c]
[c]- ext: max day periods options now increased to 3600s.[/c]
[c]- ext: the following play options no longer affect achievements/unlock disables (day period, network address requirement for requests, local dns mappings, debugger access bandwidth costs, device collisions, program autostart).[/c]
[c]- localization: updated Russian localization (much appreciation to our Russian translation volunteers).[/c]
[c]- localization: fixed tower-link font maps for DE, FR.[/c]
[c]- workaround: teatime/coffee will not have effect 3 seconds to midnight.[/c]
[c]- optimization: minor traversal optimizations.[/c]
Hello, tower network admins!
We would like to share our latest feature developments after two months of Early Access. Thank you for all the support and wonderful ideas. Feel free to switch to the beta branch to try out the new features before we add them to the main branch (some features are not yet released in the main/beta branch).
Mountable Rack (coming soon in beta): Purchase mountable racks in the store, which secure the devices to prevent them from sliding unintentionally.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/156661a1af7a0e088b07d415300e5007a7a23751.gif\"][/img]
Botnet: Fake visitor traffic to the producer.
[/*]
\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/c4744e27d0655709816c222eecff7b6ffd01e22e.gif\"][/img]
Network Load Balancer: A device that can balance traffic requests.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/8c52182fd7f77f6b268670e3fef299d462ccc4c7.gif\"][/img]
Power Management at Non-DC Floors: A penalty is applied when power usage on non-DC floors is too high. There are also other energy-related proposals for you to experiment with.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/5d9bc0235d851d3950de78a156cdc65a46fe3bd0.gif\"][/img]
We are currently fine-tuning the game balance along with our development progress. As always, feel free to press F8 for quick feedback in-game or join our Discord for discussions.
[u]Wed appreciate it if you could record your gameplay to share with us and others![/u]
0.8.29 - 0.8.33\n\n- new: true reliability now shown even when warranty has not expired.\n- new: smoother cables animation.\n- new: double click and hold now allows picking multiple cables at once.\n- new: added cardboard box for cable carrying/organization.\n- new: buying 3 or more cables/peripherals now comes at once in a cardboard box.\n- new: VLAN tags now simulated on traversals, access/trunk port implementation.\n- new: added a malicious user in lab scenario.\n- new: added firewall tutorial.\n- new: added What\'s new panel on main menu.\n- new: updated volunteers\'/machine-generated translation for Russian, Ukrainian, Chinese and French.\n\n- bugfix: fixed device breaking under warranty.\n- bugfix: sftp cp now copies firmware as user-file if not able to install.\n- bugfix: fixed problem with empty save files (0 size) causing crash.\n- bugfix: fixed device warranty zero-ing during delivery attempt on save reload.\n- bugfix: fixed fixed elevator upgrade and DC proposals that should appear on fixed days.\n- balance: increased likelihood of elevator upgrades.\n- bugfix: fixed surveyor bbcode tags showing on tooltip.\n- bugfix: fixed translated text appearing on sticky notes.\n- bugfix: fixed dmarket purchased DNS load testers without dnsspam.\n- bugfix: fixed VLAN traversals revisiting trunk ports.\n- bugfix: fixed sftp copy command showing successful even if firmware not copied.\n- bugfix: allow renaming and storage of firmware/programs without installation.\n- bugfix: if VLAN firmware is installed together with router firmware, tag stripping no longer applies.\n- bugfix: fixed issue with malfunctions with UPS.\n- bugfix: fixed restocks when reloading a save.\n- bugfix: long texts on dmarket causing horizontal scrolls.\n- bugfix: fixed DHCP on-boot text on surveyor.\n- bugfix: fixed tagged traffic not being able to revisit managed switch after trunk port.\n- bugfix: fixed typo in traffic type (tdp/443).\n- bugfix: fixed use stack issues on Helper Central, Data Hub and Full Campus.\n- balance: doubled base reliability.\n- balance: decentro-wallet now only costs 2 base storage.\n- balance: increased HA kernel (high-avail routers spec) from 2/1/(1+1) to 8/2/(3+1) - allow installation of vlan/firewall with rtkernel if jailbroken.\n- qol: inputs now freezed during manual save.\n- qol: holding a cable now shows its px length.\n- qol: hovering over a plugged in cable now shows its px length.\n- qol: pressing up/down in multi-line command now moves cursor on commands instead of cycling history.\n- ext: unified traversal units to \"per tick\" on dstat/watch/dmarket and tower link.
Hello, tower network admins!
It\'s been 3 weeks since our EA launch, and we\'ve received tons of useful suggestions from you. Thank you once again for all the support! We\'re working hard to implement your feedback.
We\'re excited to share some new features we\'ve been developing since EA releases. These will be available in the main branch after full beta testing (some features already live):
Cable QoL Improvement: cables are automatically sent in a storage box when purchasing 3+, and you can double-click to pick multiple cables at once.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/507ec50f5b7ffd090581e706cbbea46b51d9595f.gif\"][/img]
[/*]Cable Physics Simulation: Much smoother cable behavior (the old quirky physics is smoother now!)
[u]Before:[/u]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/29c7cc19532bdd2ddf58cfa00e6e785e2c496f3d.gif\"][/img][u]After:[/u][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/d62c459de61da86822eb6e02eca0d71b321d1fea.gif\"][/img]
[/*]Placement Grid System: Clean socket and rack placement through grid alignment
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/6d930f497a6daa5eea0c129727849b7e985b1969.gif\"][/img]
[/*]Port Highlighting: Ports now highlight when cables are about to connect.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45010871/101440971f30fd79997f0773a38a29a845ce2fb8.gif\"][/img]
Many bug fixes are also in progress! Check our changelogs for detailed information on all the improvements we\'re making.
While other issues may take longer to address, we\'re committed to improving the game based on your feedback. Keep sharing your honest opinions and suggestions by pressing F8 for quick feedback or joining our Discord for discussions.
[u]Localisation Update:[/u]
Translation work is ongoing thanks to our volunteer community. If you\'re interested in helping translate content, join our Discord!
[u]Appreciate if you can record your gameplay to share with us and others![/u]
[/*]
New
\n- new: Jailbreak proposal allows forced program installation.\n- new: Netwaddr maximum length now configurable, new default at 16 including \'@\'.\n- new: vm can now be backup and re-installed using sftp command.\n\nBugfixes
\n- bugfix: fixed HDD device name on DMarket.\n- bugfix: fixed issue with data wiper causing game crashes.\n- bugfix: memento replace now re-installs OEM programs removed by sftp.\n- bugfix: fixed uptime sync across co-op clients.\n- bugfix: fixed decentro sync across co-op clients.\n- bugfix: fixed firmware persisting on saves after sftp rm.\n- bugfix: fixed not being able to pickup UPS/savannah via displays.\n- bugfix: fixed grid showing on host when clients holding T.\n- bugfix: fixed vmconf causing crash in co-op clients.\n- bugfix: fixed routine not interrupting long-running routines (regression).\n- bugfix: fixed router broadcast description wording.\n- bugfix: fixed decentro accessible currency sync across co-op clients.\n- bugfix: fixed netwaddr reqs in hardmode not required on co-op clients.\n- bugfix: fixed lab wall text description.\n- bugfix: fixed issue with netaddr deallocation causing netaddr to disappear from auto-complete even if a device with the addr still exists.\n- bugfix: fixed DNS load tester not working on saves.\n- bugfix: fixed race condition bug on load causing programs to halt on hard mode.\n- bugfix: fixed program sync issues on load on co-op clients (including co-op clients not seeing debuggers).\n- balance: sftp command can no longer be used to access users and links.\n
- \n
- new: traversals can now revisit VLAN switches for loops.\n
- new: added recycling center for lab.\n
- new: coffee now goes even slower at 0.125x.\n
- new: DHCP now comes with \"boot-only\", \"periodic\" and \"disabled\" modes.\n
- new: dhcp command now shows binds on server.\n
- new: added cash bonus for accepting floors earlier (not applicable in zen-mode).\n
- new: device now has \"reliability\" after warranty expired (unpowered device do not lose reliability).\n
- bugfix: fix coffee/tea affecting movement speeds.\n
- bugfix: worm names/vm-names now visible on multiplayer clients.\n
- bugfix: fix dangling cables visibility on devices on trolley.\n
- bugfix: fixed issues with hard-mode program states across save (special thanks to BeatCrazed).\n
- bugfix: autosave pruning now permanently removed instead of going to recycle bin.\n
- bugfix: fixed blade1515 description.\n
- bugfix: fixed blade88 port ordering.\n
- bugfix: fixed translation width issue on secretariat floor onboarding tab.\n
- bugfix: fixed typos on hint guides.\n
- bugfix: fixed issue with DHCP requesting on save loads (when disabled).\n
- bugfix: fixed issue using debugger with netwaddr.\n
- bugfix: fixed hdd lock not persisting across save.\n
- bugfix: fixed secretariat proposal having multiple backup proposals.\n
- bugfix: fixed vlan untagging bug.\n
- bugfix: fixed issue with corrupted settings file causing game to repeatedly crash.\n
- bugfix: fixed issue with VM egress/outgoing traffic.\n
- bugfix: fixed disco micro power button save state issue.\n
- bugfix: fixed co-op join button without input.\n
- balance: decreased power expander and surge protector cost\n
- balance: increased ledge3 and megalith warranty periods.\n
- balance: secretariat proposals no longer permanently expire, re-rolled (\"deferred\") every 5 days on endless scenario.\n
- balance: increased disco routers warranty progression.\n
- balance: increased firewall and taps warranty periods.\n
- balance: reduced route advertisement bandwidth scaling.\n
- balance: adjusted loan interest.\n
- qol: vlan untag command now consistent with tag command.\n
- qol: allow system clipboard.\n
- qol: double-clicking now copies network address (if available).\n
- ext: traversal simulation now DFS instead of BFS.\n
0.8.23
- bugfix: fixed zen-mode saves resuming auto-build limit on load.
- bugfix: fixed hard-mode saves not retaining hard-mode on load.
- bugfix: fixed custom cable creation bug (with cable-o-matic) on co-op clients.
- bugfix: fixed lab technology sync with co-op clients.
- bugfix: fixed netshell focus grabbing other text controls.
- bugfix: fixed various typos and grammar in tutorials/wiki
- bugfix: fixed typos in disco nano series description.
- bugfix: fixed cable-o-matic sync issues with co-op clients.
0.8.22
- Zen mode now allows achievements/unlocks for casual fun.
- qol: player-set names now persists.
- bugfix: fixed issues with vmconf not able to create more than 1 VM.
- bugfix: fixed issues with difficulty settings in tutorials.
- bugfix: fixed translated text width on tower link.
Watch the stream and become a tower networking admin if you are interested!
Hello Tower Networking Admins!
Tower Networking Inc. releases in early access today! We hope you have fun managing your ISP operations.
Thanks for all the feedback in shaping the game.
Early Access Features:
[olist]Endless floors

Buy equipment

Trolley to carry equipment

Malicious users

Various online activities

Monitors for statistics

Protect against power events

Network Topology

Unlock Proposals

Roadmap After Early Access (Coming Soon):
Device securing rack mechanics.
[/*]Censorship and DNS redirection.
[/*]Co-ordinated Denial-of-service attack event.
[/*]Virtual private networks.
[/*]Botnets for faking visitation traffic.
[/*]Tower camera network (remotely view a floor with MobileOS).
[/*]Wireless networks.
[/*]Visual traffic viewer (a.k.a the AR glasses).
[/*]More user behaviors and traffic types.
[/*]More floor variations.
[/*]Localization into various languages
[/*]Wiki on standalone website
[/*]Hi, tower network admin!
Tower Networking Inc. is early access on 31st of July! The demo will close on 30th of July (one day before early access launch).
The game costs $19.99 USD. For the first 10 days, you get 15% off ($16.99 USD). Some regions will have special pricing based on their local economy.
Thank you so much for all your help and feedback. You made the game better with your ideas. We couldn't have done this without you.
We're very excited for you to play!
Cheers,
Pocosia Studios
Hi, tower network admin!
We're excited to announce that we're now recruiting players for the closed beta testing phase of Tower Networking Inc.!
If you're interested in testing our game and helping us improve the experience, please fill out our Google Form: https://forms.gle/S1Vbtk2HE3B3bz7J7
We'll send beta keys to selected players via email after reviewing the submitted forms.
Thank you for your interest in Tower Networking Inc. We look forward to hearing your valuable feedback!
Hi, Tower Network Admins!
A huge thank you to all of you for your support during our demo! Below is a list of items we plan to work on.
Plan for Early Access in Summer 2025
- endless random floors mode.
- secretariat proposals mechanics.
- second monitor (unlocked by the second monitor proposal).
- power outage random event.
- power surge random event.
- DMarket discount event.
- surge protector device.
- simple web browser on MobileOS (for browsing the wiki).
- routing information protocol (unlocked by the router configuration proposal).
- sftp command (unlocked by the remote backups proposal).
- visual network graph app on MobileOS (Autograph).
- device warranty mechanics (device can breakdown after warranty expires).
- recycling floors.
- malicious user behaviors (only visible by packet capture).
- cabling toolkit.
- crypto mining.
- load-balancer and high availability mechanics.
- censorship by dns redirection.
- tower cctv network.
- gameplay mechanics to skip time.
- online wiki.
- more user types, behaviours and device.
Wishlist our game on Steam!
Below is a list of changes made in the latest game build, as well as the previous versions:
0.7.12-demo
- Added option for previous device collision mechanics (i.e., device collides with other device/wall plugs while being moved).
-
help is now an alias for man . - Cable freeze timeout increased.
- Wiki updated for DHCP broadcast requests, assigning network address.
- Added option to drop unmatched traffic on routers.
- Added quick info display (account balance) on mobileOS header.
- Devices/Plugs can now be rotated when being picked with the "R" key.
- Fixed power bug where boulder plus+ can be used as a connector.
- Fixed power bug where more than 2 UPS can oscillate ad-infinitum even with load connected and without mains power.
- Default TTL now raised to 64.
- Fixed opentxt_plus and dns-server upstream/backend request traffic type.
- Fixed cable load from save race-condition bug.
- Remove quirky limitation on DHCP not being able to traverse through routers.
- Players can now manually decide to enable/disable broadcast traffic across routers (see router manual).
- Added from
option on routing rules. - Fixed sticky note z-index.
- Fixed peerID bug preventing certain steam users from joining steam multiplayer lobbies.
- Fixed TowerLink deactivation not working correctly in multiplayer.
- Fixed bug where transporting plugged-in cable and device together causes physics engine to fail in subsequent games.
- Improved cable break-off handling (cable no longer snap-off as easily when holding with mouse).
- Added new sprite for fiber-optic plug.
- Split timeouts on multiplayer join to 60s connect, 300s sync.
Greeting, tower network admins!
Were excited to share some of the latest features that we developed for our early access build!
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These exciting new features were made possible thanks to your valuable feedback on our gameplay. We truly appreciate your amazing ideas!
Stay tuned, and always share your honest feedback by pressing F8 in-game or joining our Discord!
Hello, tower network admin! Weve heard your feedback.
Below is a list of changes made to the current game build:
- Enable Co-op play.
- Fix elevator sometimes causing crash if objects pulled out too fast.
- Fix typo in day 0 message.
- Added French and Chinese translation.
- Made it easier to move devices around.
- Plug picking point fixed, improved collision shapes for increased "snappy-ness".
- Fix fullscreen on first-launch bug.
You can also try the game in French or Chinese if you're more comfortable with those languages. More languages are still in progressstay tuned!

Below is a list of changes made to the current game build:
0.7.6-demo
- Fix power intermittent outage bug on floor-3.
- Use Roboto Mono font for cyrillic localization on netshell.
- Fixed text overruns in creditstack, netshell and surveyor in localizations.
- Netshell screen now auto rotates after 200 lines.
- Fixed cargo movement via elevator dropping items when going from News company floor to other floors.
- Fixed delivery not happening on rare occasions.
- Fixed device flying off during load in cramped space.
- Increase UPS charge capacity to sustain for longer down time (x4).
- Fixed TowerLink bug where link mismatch can occur.
- Main menu resume save button now resumes from latest user created save.
Below is a list of changes made in the latest game build, as well as the previous two versions:
0.7.5-demo:
- Router now supports "policy-based routing"-like mechanism.
- Surveyor minor visual update.
- Down key in netshell now cycles command.
- Fixed cable length in networking 101 tutorial.
- Fix grammar in tutorial guide.
- Fixed public VOIP phone not producing uses on new games.
- Rocketstore now hides purchased apps.
- Fixed newly-built floors's end-user not satisfiable in new games.
- BGM heat-level fix.
Below is a list of changes made to the current game build:
- Fixed cable not breaking off during loads.
- Fixed links not working when newly provisioned (regression due to optimization).
- Added tutorial back button.
Hello, tower network admin! Weve heard your feedback.
Below is a list of changes made to the current game build:
- MobileOS, tutorial panel and clipboard panel widescreen support.
- Fixed drop sounds on device when clicked.
- Fixed 0 pixel cable description.
- Fixed cable plugs clipping through sidewall.
- Fixed fast plug in exceeding cable length.
- Optimized cable handling.
- Optimized power handling.
- net_shell now captures keyboard input on launch.
- Music audio settings now updates for feedback without needing to hit "apply".
- Added max FPS setting.
- Boulder Plus now comes with 2 power input.

Image taken while we were testing our co-op mode, which will be available in future updates.
Be ready to co-op with your friends or mess up their network. It's all up to you!
Greeting, tower network admins!
Were excited to share some of the latest improvements in the newest demo build!
These changes wouldnt have been possible without your valuable feedback on our demo. Thanks to your incredible ideas! As always, feel free to let us know what you think.
Some commonly raised issues in the previous demo build:
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Solution: You can now call the elevator from a panel next to it, making floor-to-floor travel more efficient.

Solution: Floors can now be queued for approval in advance and will spawn at a slower rate.

Solution: MobileOS can now slide to the right (middle mouse click when the cursor is inside the MobileOS screen).

Solution: Weve overhauled Tower Link! Links are now created separately from sockets. Additionally, weve added the Socketeer MobileOS app for socket creation.

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Work currently in progress:

Stay tuned, and always share your honest feedback by pressing F8 in-game or joining our Discord!
We are also looking for more volunteers for localization. If you're interested in translating our content, let us know!
Hello, tower network admin! We're excited to share a new update based on your valuable feedback.
Here's a summary of the changes in the latest build:
- Fixed auto-completion repeating words due to '@' and '-' characters.
- Fixed hardware address reservation bug.
- Fixed DNS man page.
- Added program (producer and converters) load view on watch routine (netsh).
- Fixed artifact timeout redraw (cable-frozen-in-air-bug).
- Fixed fan/swtich/light bugged position on save loads.

Hi, tower network admin! We're excited to share a new update based on your valuable feedback on our demo. Here's a summary of the changes in the latest build:
- Demo increased to 10 days.
- Floors can now go into a queue that can be approved earlier, and can now spawn at slower rate.
- Added Socketeer MobileOS app (to create sockets).
- Overhauled Tower Link (Now links are created separately from sockets).
- Removed SKYLINE (elevator caller app) in favor of calling elevator from a panel next to it.
- MobileOS can now slide to the right (middle mouse click when mouse is inside the MobileOS screen).
- ALT key now will background the currently opened MobileOS application (except in netsh).
- ALT key now not lower MobileOS when netsh is opened (fixed for German keyboards inputing '@').
- Added approximate ruler (activated by holding the 'T' key).
- Use MSDF for font anti-aliasing.
- Updated fonts for netshell, stickyprints and towerlink.
- Updated notification sounds from messages and new secretariat proposals.
- CTRL-C no longer quits netsh (use CTRL-D instead).
- Cursor interactivity shown (when hovering over something).
- Empty netsh command allowed (i.e., hitting enter without commands).
- Fix MobileOS not blocking inputs.
- Adjusted floor heights to prevent objects falling-off into the void.
- Surveyor now also shows lowest satiety along side current satiety.
- General optimization on game loading.
- Modified tutorial scenarios with new game features & explanation
[u]Appreciate if you can record your gameplay to share with us and others! [/u]
Thank you.

Hi, tower network admins!
A huge thank you to all of you for your excitement and support! The wait is finally over our demo is officially LIVE!
It is a fun journey bringing this game to you all.
Play it now!
The demo serves as our testbed to gather your feedback. We would love to know how to make this game fun for you, feel free to share them by pressing F8 while playing, or join our Discord to chat with us!

Greetings, fellow tower network admins!
We are thrilled to bring you some new updates as we prepare for the demo release at the end of the year. Thanks for all your excitement and support. Let us dive into the latest features we have added!
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Have some thoughts? Share them with us in the comments. Anyhow, keep your eyes peeled for the upcoming demo release.
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Hi, everyone!
We are continuing to improve our game following the recent playtest. Here is a sneak peek at our current progress: a new clipboard system, enhanced networking devices, and expanded tower locations.
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Stay tuned for more updates! Drop your thoughts in the comments below!
Minimum Setup
- OS: Debian/Ubuntu
- Processor: Intel Core i5-4590Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 750 Ti
- Storage: 1 GB available space
Recommended Setup
- OS: Debian/Ubuntu
- Processor: Intel Core i7-11700KMemory: 8 GB RAM
- Graphics: NVIDIA GeForce RTX 2060
- Storage: 1 GB available space
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