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The Experimental Build is now open to everyone featuring bash migration to scripting and more! The Experimental Build is used to test important changes in the game to ensure they are viable before moving them to the Nightly Build and eventually to the Public Branch. This build introduces several interesting changes, completing some elements that had been pending implementation for a while. The terminal has been fully migrated to the server side, including Bash itself, which was previously hardcoded on the client side and now is coded in Greyscript like any other command. When you open a terminal, it will now load Bash from the path /bin/bash allowing you, if you wish, to replace the default bash with your own on any system. You can view the Bash code with CodeEditor.exe -code bash. When making a remote connection, for example via SSH, calling start_terminal will load the /bin/bash of the remote machine. This Bash migration improves security by closing potential exploits that could originated from client side, as many variables that were previously exposed are now only available on the server side. This new system also brings other interesting changes, such as the migration of commands like cd, now located in /bin, and the execution of .exe programs from scripting. You can also use autocompletion and terminal command history from scripting. Note that the Experimental build is very unstable, may contain game breaking bugs, and savegames can be deleted frequently. It is not recommended for new players.
The public build has been updated with the latest available version of the game!
As usual, since the nightly build has merged to the public version, the nightly build has been disabled until the next cycle.
This merge is special because having completed all the main features of the game, we are moving from the Alpha version to the Beta version!
Even though we are now in the Beta version, the development dynamic will continue as always, with Nightly build cycles where new additions and major bug fixes are tested before updating the main branch. The difference is that from now on the Nightly build cycles will be much shorter. The roadmap has been updated with the latest changes.
Here are the main points that have been added in this update.
The nightly build is open to everyone featuring Zero-day exploits, Extended npc behavior, World Impacted by Player Actions and more!
Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.
It is advisable to take a look at the new section of the Manual > Getting Started > Libraries & Exploits. And at the bottom of the page, you will see the new Zero Day Exploits section, so you can start familiarizing yourself with the new mechanics.
Keep in mind that during the nightly build, changes and adjustments will be made to the zero-day exploit, as well as other elements based on feedback.
Here is a summary of the changes that this version brings. Some elements are not finalized, as indicated in the changelog, and will be completed during the public nightly build.
Hello everyone!
I would like to share with you the latest news about the development.
In the last report, we explored the extended behavior of NPCs. In this report, we will explore the World Impacted by Player Actions. Note: The Nightly Build is in active development and is not yet available to the public.
As stated in the last report, the job performance of all NPCs within a company influences the profits it can generate. Consequently, a company with a workforce of incompetent people will experience losses month after month. Only large companies that sell software and hardware are public and allow players to buy shares.
When a player acquires more than 50% of a companys shares, they will take control of it, unlocking various management options as well as additional information about each workers performance through their employee profiles. If a player is not the majority shareholder, this information will be hidden. However, it can be discovered by reviewing the NPCs conversations and emails to learn more if desired.
Once a year, in-game time, companies will offer to distribute dividends among shareholders, allowing them to earn a portion of the companys profits. The total profits will be distributed proportionally to the success each company is experiencing at that moment.
To avoid inflation by introducing more money into the world, in this case, the companies profits will be obtained directly from players purchases. For example, when a player buys a piece of hardware in any store, that money will accumulate and can be collected by all the company owners at the end of the year (in-game time) proportionally, reusing the already created money.
If a players companies gain a significant advantage over their competitors, they can adjust store prices, potentially impacting other players. Remember that to gain an advantage over your competitors, you can either do it cleanly or interfere with their networks to create chaos.
Players can also create their own stores as an alternative to NPC stores controlled by other players, where they can sell both hardware and software, with the profits going directly to the player selling them. Due to these changes, coupons will have much less prominence and usage in order to adapt to the new mechanics and not devalue the hardware.
Additionally, other secondary changes and additions will be introduced, such as a new type of highly competent administrator who can detect overflow attacks and interfere with returned objects, as well as a very expensive service that will be revealed during the public nightly build, which can only be acquired by the guild with the most influence at that time, promoting rivalry between guilds to gain access to certain exclusive features.
As always, all these new additions are subject to change and will be adjusted based on the feedback received during the public nightly build. Although there is still work to be done, we are more than halfway there, as the core of the new systems is almost complete.
Thanks for reading! More news soon!
Hello everyone!
I would like to share with you the latest news about the development.
In the last report, we explored some new hacking methods, mainly focused on PvP. In this report, we will explore the extended behavior of NPCs. Note: The Nightly Build is in active development and is not yet available to the public.
The NPC scheduling system has been completely re-implemented, improving and adding certain activities that will allow players to interact with various aspects of their lives.
From Monday to Friday, NPCs will go to work and have their leisure time, while weekends will be mostly dedicated to leisure activities and sleep. Players will be able to check NPC activities through CCTV if the network has available cameras. This can be particularly useful if the network has certain hackable smart appliances, as these can cause accidents.
Similarly, players can track an NPCs license plate to monitor them through traffic cameras during their commutes, perhaps to hack traffic lights and also cause an accident. If the network contains the employee records database, the players will be able to know the full schedule of the NPCs.
These accidents can cause the death of the NPCs, although killing an NPC it is not the only way to get rid of an NPC on a network that is preventing us from reaching our goal, like an annoying administrator, we can also use other methods to get the NPC fired, such as changing the alarm clock time on their smartphone so they are late for work several days in a row, or similar methods.
If a network loses an administrator (or any other NPC), either due to an accident or being fired, a new NPC will be hired to replace the previous one after several in-game days. Each NPC influences the companys earnings, so if the player has purchased the company, they can decide which NPCs will be fired or hired from a list of candidates, showing their stats. But this is more specific to the "Impacting world by players part and we will explore it another day.
Causing an accident that ends up killing an NPC will be taken very seriously by the Police, so covering your tracks will not be an easy task, and if you get caught, it will be a direct Game Over.
NPCs also communicate with each other through emails or phone messages with NPCs from their network and also with NPCs from other networks. Besides discussing mundane topics, they will also comment on any problems or peculiar situations involving an NPC, allowing the player to know the context of the NPCs in the network to act accordingly if we want to interfere in their behavior to impact the company, and also to discover hidden missions more organically.
On the other hand, NPCs will be more aware of the movements in their bank accounts. Therefore, if an NPC detects that someone has stolen money from their bank account, they will report it to the authorities, who will start tracing the bank transactions to try to catch the perpetrator of the theft.
In a similar way, If an NPC detects an unusual deposit in their account, they can also report it to the authorities, causing a trace of the transfer, or withdraw that money and keep it. Depending on some NPC's specific internal stats and the amount of time the money stays in their account, they might never notice the unusual movement in their account.
Although this type of trace can also be avoided, it will be a stricter and more closed trace than conventional network traces and more difficult to avoid, so the player will need to have a cleaning plan ready before making a transfer. The larger the amount to transfer or deposit, the more suspicion it will raise.
In the next developer preview, we will explore the section "Impacting world by players" which is entirely related to the extended behavior of NPCs, where players will also be able to influence the world's economy beyond the use of coins.
Thanks for reading! More news soon!
Hello everyone! As you may have noticed, the code for the public version has been closed for a while, which means that no more updates will be published for the public branch of the game (except for serious bugs that may appear) since I have completely focused on the development of the Nightly Build. This nightly build is special as it will be the last one before entering the beta version of the game and therefore carries significantly more content than other nightly builds from the past. I preferred not to split this nightly build into two or more parts, since that would entail extra time for fixing regression bugs after each merge, which always tends to take several months, so this time it is preferable to introduce all the planned features in the same nightly to fix all those regressions at once and thus save some time. As this nightly is going to take me more time to develop than what is usually normal, this time I am going to publish updates (Developer Previews) about the state of the development regularly to keep you informed about which feature I am working on at those moments. This time, being the first update, I still do not want to go into many details since I am working on several features at once and there are certain parts of the design that I want to finish defining first, but I can tell you broadly what the new attack vector will entail. The new attack vector, which will complement the current buffer overflow, is being designed with multiplayer mode in mind, specifically for PvP mode. It involves 0-day-exploit attacks combined with code injection, which along with buffer overflow will allow for a more dynamic and balanced PvP between attack and defense, especially among more veteran players. The 0-day-exploit attack will consist of several phases, requiring in the first of them that players collaborate with each other in order to advance. Upon reaching a certain level, players will be able to obtain limited pieces of information (rumors) which, upon completion, will lead them to a specific network to continue with the discovery of the exploit. This will encourage collaboration among guild members to obtain this privileged information before another group, whether their intention is to attack or protect a specific network or server. Once this information is obtained, players will still need to do research work to discover and deal with the engineers who have worked on the library that may contain the undiscovered exploit, thus being able to move on to the next step of the attack which will then be more technical for the player. In the next phases, the player will need to create specific code, which will vary depending on the vulnerability of the 0-day-exploit to continue the attack. Therefore, as an exception in the game, this time players without programming knowledge trying to discover the vulnerability will be at a disadvantage compared to players who know how to program. Hence, exploits of this type of vulnerability will not be generated in stores, unlike the current buffer overflow. Although players without programming knowledge can always use them once they are discovered and published by other players. What I have described would be the first phases of the attack explained in a general way, the attack does not end there. There are also parts that I am currently exploring such as the introduction of an API that can only be accessed temporarily depending on various factors, or the introduction of additional, smaller attack vectors to help with the balancing of this new system. In the upcoming dev previews, we will be exploring other parts of the nightly that are also being designed, as well as more details about this new vector attack. More news soon!
Hello everyone! I would like to share with you the latest news. The development of the nightly build is already underway, so over the next few days I will publish the last batch of bug fixes for the public version before fully focusing on the nightly build. As many of you already know, the nightly build is the development branch where new game features are added before moving them to the main branch. Initially it will be available only for debuggers, and later once it reaches a playable state, it will open up to all players to help with testing before publishing on the main branch. Unlike the previous nightly build, which focused on backend rework to improve stability in multiplayer mode, the next nightly build will again be focused exclusively on adding new gameplay features. As you can see in the Roadmap, we only need to complete version 0.8 to enter the beta phase. The initial plan is to complete version 0.8 in this nightly. This means that development during this phase will be longer than usual due to the complexity of the features to be added. Even so, if I see that the nightly build cycle is going to be longer than expected, I do not rule out moving some less complex features to version 0.9, such as "More Hidden and Karma missions" and "Player shops and services", to focus on finishing adding all the remaining core gameplay. Although I cannot give many more details yet, I can confirm that one of the features in development are the new hacking methods to complement the well-known buffer overflow, in addition to several adjustments and changes also in this method, finally completing all the attack vectors that the game will offer in its final version. Although there is still work to be done, these are undoubtedly exciting times as we are close to reaching the beta phase and being able to offer a gaming experience much closer to what it will be in its final version. More news soon!
Good news! We have more hackers than ever thanks to our friend Thor on Twitch. To enhance the experience in Multiplayer mode, we've upgraded to a much more powerful server. This will better handle the system load, especially during peak hours, and provide a smoother overall experience. In addition, the following fixes have been made in Streaming mode: - AdminMonitor now hides IP addresses when starting a trace. - General information and error messages now hide addresses, for example when entering incorrect data when trying to log in to an email account. - The warning window shown after being caught in a trace hides the addresses.
Added Streaming Mode! To enable it, go to Menu > Preferences > Streaming Mode. This mode hides IP addresses, URLs, bank and email addresses in the Terminal and other programs. Activate this mode if you want to stream in multiplayer mode to prevent viewers from seeing sensitive information that could lead to unfair hacks. To work with hidden information, you can copy and paste it like any regular text. The terminal and other programs will interpret these hidden addresses normally. Notepad, CodeEditor and CCTVs are not included in the Streaming Mode at the moment, and any information will be displayed without hiding. The feature is experimental and it will be improved in future updates.
The public build has been updated with the latest available version of the game! As usual, since the nightly build has merged to the public version, the nightly build has been disabled until the next cycle.
The merge is planned for approximately 48 hours from now! It is recommended that you make backups of the programs that you want to keep from the public version, as there will be a database wipe when the merge occurs. Thank you for your testing!
Hi people! As you may have noticed, there have been no changelogs on Steam for a while for the nightly build. Due to the special nature of this nightly build, new updates are being released almost every day, especially related to regression bugs caused by the massive changes made in the game's backend. So in order to not spam the news section during this time, the changelog have only been published on Discord. Fortunately we are getting closer to the merge since the most critical bugs have been fixed, so I think it's a good idea to start posting the progress of the nightly build here again, although I will only publish the changelog here once a week with a summary of the previous updates to avoid spamming. Thank you for your constant support!
The nightly build is open to everyone featuring CTF events and several major internal game code improvements.
Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.
The nighly build is designed to help report bugs and provide feedback while the version is finished.
In this branch the updates will be frequent, of the order of several per week.
Important: Changing to the nightly build removes the savegame from the Single Player mode of the Public build and vice versa. Multiplayer mode progress is not deleted even if you switch from one build to another.
Visit the official Discord of the game for more information, support and the latest news from the nightly build.
Hello everyone! I would like to share with you the latest updates on the development. There have been some new improvements in the nightly build that are extending the development time more than initially estimated. Apart from the improvements in the database management, as mentioned in the previous preview, substantial improvements have been added to the execution of scripts by players. To prevent server saturation issues that cause lags and slowdowns, usually caused by scripts that use a lot of server resources, a deep refactoring of the game has been carried out. Now, scripts will run as actual independent processes separate from the game, allowing for accurate monitoring of how much memory and CPU a script is using at any given time, which is not consistently measurable in the current public version. This monitoring will allow the server to limit resources for players who are using too much CPU time across all their scripts, avoiding resource saturation and, therefore, the lags and slowdowns caused to other players. Additionally, there will now be a maximum limit of actual RAM memory that a script can reserve during its execution, also preventing complete server crashes if any script tries to use all available server RAM. These changes also have some positive side effects, as it is no longer necessary to use some artificial limits introduced in Greyscript to prevent excessive memory reservation issues, such as the maximum total number of instantiated elements across all lists and maps in a script, as well as other similar limits. The difficult part is already done, and the nightly build is now privately available for the debuggers group. Due to the deep changes made in the code, there is work to be done fixing critical regressions, so I cannot estimate when it will be available for everyone, but I hope it will be soon if no unexpected issues arise.
Hi everyone! I have some exciting news to share with you. The game server has been updated to a much more powerful one, which means better performance and a smoother gaming experience for everyone in Multiplayer mode. However, due to technical reasons, it has not been possible to transfer the database to the new server. So, for a few days, the game branch called old_public_build will be activated. This way, you'll be able to access your saved data from the old server, that it will still be online for several days, and transfer it to the new one if you'd like. Please note that this change only affects the Multiplayer mode, and SinglePlayer mode will remain unaffected. You can access to the old_public_build branch without a password from Steam > Library > Right click on Grey Hack > Properties > Betas I apologize for any inconvenience this may cause and thank you for your understanding.
Hello everyone! I would like to share with you the latest news about the development. The public version can already be considered stable, and this means that the next development cycle has already begun. Therefore, the public version will not receive updates for a while until the development of the nightly build ends and merges as usual.
Miniscript updated to latest version 1.5.1! Miniscript is the language on which GreyScript is forked. Due to various changes and improvements of the new Miniscript some scripts may need some adjustments to work with the new version. This build also adds a new general scripting method called get_custom_object which returns an empty Map object that can be used to share data back and forth with programs launched with shell.launch In addition to the Miniscript update, various improvements and fixes have been made on server side to improve stability. The experimental build will remain open for a couple of days In case any tester needs to copy any script left there.
This build updates Miniscript to the latest version 1.5.1 Miniscript is the language on which GreyScript is forked. Due to various changes and improvements of the new Miniscript some scripts may need some adjustments to work with the new version. During the experimental build, the testing will focus on compatibility with scripts from the old version as well as performing several stress tests on the server to verify that no new bugs has been introduced. This build also adds a new general scripting method called get_custom_object which returns an empty Map object that can be used to share data back and forth with programs launched with shell.launch Once the experimental version is considered stable, it will be merged into the public version without a database wipe. Still in the case of some unforeseen critical bug found during testing it is possible that the Miniscript update will be delayed until the Nightly build. The password to access the experimental build is: expbuildtest Thanks for your reports and feedback!
The public build has been updated with the latest available version of the game!
As usual, since the nightly build has merged to the public version, the nightly build has been disabled until the next cycle.
Note that version 0.8 is not complete with this update, there are still future additions to be included to consider version 0.8 complete.
The nightly build is open to everyone featuring a renewed game network layer and Economy system redesign.
Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.
The nighly build is designed to help report bugs and provide feedback while the version is finished.
In this branch the updates will be frequent, of the order of several per week.
Important: Changing to the nightly build removes the savegame from the Single Player mode of the Public build and vice versa. Multiplayer mode progress is not deleted even if you switch from one build to another.
Visit the official Discord of the game for more information, support and the latest news from the nightly build.
Hello everyone!
I would like to share with you the latest news about the development.
The first iteration of the economy is almost completed. This brings several important changes to different aspects of the game along with the inclusion of the Blockchain service for players to create their crypto-currencies. Note that everything is simulated, there is no real crypto in the game.
Blockchain
The creation of a coin is a trivial process and limited to one per player, since the important thing is that said coin has some value in the future. As in real life, the blockchain system is practically hack-proof and it is not a centralized system on a single server, so we start on the premise that the coins created in the game are safe.
Players must mine the coin and make buy/sell offers for its value to increase. As in reality, users specify the price in a free market system. Therefore, if you want to sell/buy coins, you must provide a price at which you want to sell/buy, and the buyers/sellers must accept the proposed price.
That system is the one that will determine the approximate value of a coin based on the last transactions made. Therefore, it will be the users themselves who will finally determine the prices of the coins.
Although it is possible to consult the offers of the players, the purchase or sale is not made directly between them like in a store, but the transactions will be completed automatically if the proposed prices are greater than or equal to any available offer.
Mining
The mining process is based on a reward system, and just like in real life, depending on the power of the computers mining the same coin, it will be decided which player gets the reward between each mining cycle.
This means that even if you leave a computer mining constantly, it does not guarantee you the reward if other players are mining the same currency with more powerful machines.
In addition, several machines can be used to mine for the same Wallet, creating the possibility of having farms. Therefore, the more computers you have mining a coin and the more powerful these are, the more likely it is that you will get the reward.
At the moment, due to certain technical limitations, mining requires active terminals and the player to be online, although this may change in the future.
Banks
To avoid inflation when you want to sell coins in exchange for the base money of the game, all purchases and sales are made directly from the bank accounts of the players, therefore the money will be moved instead of new money being created.
From now on banks will charge fees for keeping your money and for transactions made, so it is not a bad idea to invest in some crypto-currency where there are no taxes on your money.
Also to avoid inflation, NPCs will no longer receive monthly payments in their bank accounts, in addition to the money available in them being considerably reduced.
Other recurring payments have been implemented, such as rented servers, where your payment will be monthly, and will increase exponentially depending on the number of servers you hire.
Since a stable economy is one of the most difficult aspects to achieve in an MMO, various adjustments and changes will be made during the nightly build based on feedback and testing.
For this reason, unlike previous nightly builds, some of the new features such as the inclusion of ISPs (Internet Service Providers) will be added during the public Nightly build, since I will try to limit database wiping as much as possible during economy testing.
So it is very possible that the public Nightly Build will be available before other previous versions.
The experimental branch will be closed in the next few days, since the testing of the new network system has concluded and it will be included in the nightly build.
More news soon!
Hello everyone! I would like to share with you the latest news about the development. The public version can already be considered stable and this means that the next development cycle has already begun. Therefore the public version will not receive updates for a while until the development of the nightly build ends and merges as usual. Version 0.7 is now finished and so the Nightly build will start with version 0.8.x. The Roadmap has been updated to reflect the last updates. As always remember that the roadmap is an overview of the development and there are planned features that are not included there. The order in which new features are included may change at any time. The next Nightly build will bring a completely revamped network system, improving overall stability in Multiplayer, as well as fixing various issues that could arise when using slow or unstable connections like some Wi-Fi connections. These and other improvements are currently being tested in the experimental branch of the game, which could be considered a pre-nightly build. You can join the official discord of the game for more information about how to access the experimental branch. In addition to the new network system, the nightly build will completely revamp the game's economy, which until now was a placeholder. This will bring certain changes in banks, making it no longer so easy to empty bank accounts and get away with it, as well as greater security that will make it significantly more difficult to make transfers without being traced. In addition, the player will have to face additional payments, such as the monthly payment of rentals, fees on bank transactions, fines if the police catch you, etc. This leads to other alternatives to get money, adding the possibility that players can create their own cryptocurrency using a dedicated scripting API. Note that everything is simulated, there is no real crypto in the game. The use that the players give to each published currency and other factors, such as mining, will decide its value in the game and, as it happens in reality, this value can fluctuate. Therefore, it will be necessary to plan when is the best time to buy/sell or exchange currencies, also adding the possibility of carrying out attacks to manipulate the market. Due to the complexity of maintaining a stable economy, changes and adjustments will be added depending on the feedback during the nightly build and successive versions of the game. In addition to the economy, the Nightly build will add two new main hacking methods, apart from the well-known "overflow" in libraries, increasing the chances of entering systems and also new methods to defend against these new possible attacks. Apart from this, there are more features that will be included in the next Nightly build and will be revealed as development progresses. More news soon!
- Fixed bug that caused the game to minimize when doing Alt + Tab. The game has two screen modes. Fullscreen window borderless, called simply Fullscreen in the game, and Windowed mode. Due to a limitation in Unity related to the Multiplayer aspect, the game has never had an exclusive Fullscreen mode. Therefore players using the -popupwindow parameter should remove it from the steam launch options and enable the ingame FullScreen option.
The public build has been updated with the latest available version of the game!
As usual, since the nightly build has merged to the public version, the nightly build has been disabled until the next cycle.
The nightly build is open to everyone featuring new hidden missions around the world, in addition to other secrets and more!
Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.
The nighly build is designed to help report bugs and provide feedback while the version is finished.
In this branch the updates will be frequent, of the order of several per week.
Important: Changing to the nightly build removes the savegame from the Single Player mode of the Public build and vice versa. Multiplayer mode progress is not deleted even if you switch from one build to another.
Visit the official Discord of the game for more information, support and the latest news from the nightly build.
Hi people,
I'd like to update you on the latest news in the Nightly Build.
As I mentioned in the previous reports, this Nightly Build will feature new hidden missions around the world, in addition to other secrets, as well as the development of karma and the reputation of the player.
The system of direct missions, provided by hackshops, has also been completely rewritten to improve its stability and and allow a greater variety in these missions.
New direct missions will be added that will only be available at different reputation levels, leaving the currently existing missions for the lower levels. The difficulty of the missions will increase according to their level, and may involve access to several different networks to complete them.
Besides the hackshops, the web pages of the police stations will also provide direct missions, where you can also report the crimes you have discovered in indirect missions while exploring the world, obtaining as a reward money and positive karma.
Unlike indirect missions (Hidden, Karma) that require the player to investigate and meet clues that lead him to the next step in the mission, direct missions require a specific objective for his resolution.
Speaking of other things, some secondary features have been added by popular request.
Now you can use your own wallpaper. You need to add the images you want in a folder on your real computer, preferably with a maximum size of 1920x1080 if you use a 16:9 monitor. Then in the game, from the Appearance application it will be enough to choose the image from the same dropdown where the game's default images are.
Also with the revamp of the email program, the possibility of attaching any type of file to emails has been included to be able to send them to other players.
The Nightly build will be publicly available in approximately 3 weeks. For debuggers, as usual, it will be available a few days before.
More news soon!
Hey hackers!
I'd like to update you on the latest news about the next version of the Nightly Build.
As I mentioned in the previous report, this Nightly Build will feature new hidden missions around the world, in addition to other secrets, as well as the development of karma and the reputation of the player.
At this moment, the development tool for the creation of these missions is finished. This will allow me to be able to include varied missions quickly, making it only necessary to focus on the design of the mission, since once the design is finished, its inclusion in the world is carried out in a matter of minutes.
At the moment there are 10 new missions created, and this number will increase in the coming weeks until reaching the approximate number of 40 missions for the publication of the Nightly Build to continue increasing during the Nightly public development.
To implement these new missions, the mail system has been rewritten, and incidentally the mail client has also been renewed so that its use is more comfortable and stable, also allowing the player on some occasions to respond specific phrases to certain emails.
In addition to the missions, there are already fragments of lore and a definitive background (context) for the world of Grey Hack, where players can learn about it in the various PDF files that they will find on the network. This lore will sometimes be directly and indirectly related to the new missions.
At the moment I still can not give a specific date of when the nightly build will be accessible, but its development is going well, without blockers or technical problems, so we are closer every day.
More news soon!
Hi people!
I would like to share with you the latest news about the development.
As some of you know, for some time the development has been focused on the nightly build, therefore the public version will not receive updates for a while until the development of the nightly build ends and merges as usual.
Here are some details of what you will find in the next nightly build.
Hidden missions around the world have been added, as well as other secrets, rewarding the exploration.
Now there are new types of files, such as images, chat logs and PDFs.
In many cases the information found here as in other types of files will be banal and will not have any relevance, other times they will offer interesting information about the world and what happens in it, and other times they will be clues that will lead to discovering a hidden mission.
Not only are these new types of files can be tied to missions, but any existing system could provide a valuable clue, such as emails, system logs, web pages, etc.
These hidden missions have a history, are more complex than missions on request (hackshops) and may require access to different networks in order to be completed.
The player will be able to choose how the mission will be finished, for example, in the case of discovering a crime, you can notify the police or or extort the criminal among other options, in which case the actions you take will have an impact on your karma level. Note that these actions may trigger future events even if the mission has been completed.
In addition to the missions hidden around the world, other types of missions of similar complexity and difficulty will be triggered based on your karma + reputation and will be much easier to access in addition to frequently having a continuity in their history between them.
For those who want to do direct and simpler missions, in addition to the hackhops, to which new missions will also be added, now the web pages of the police stations are also enabled to accept jobs, giving positive karma and reputation. On the other hand, certain missions of the hackshops, although they also give reputation, in many cases will provide negative karma.
The value of karma represents what type of hacker you are on the network and this together with your reputation can open or close doors in game events as well as the options that can be presented at the time of completing a mission.
To achieve this variety of missions, the npc system will be rewritten so that the AI has a more natural behavior and that its habits can be included as variables to take into account to solve certain missions or trigger a specific event.
Although these missions may eventually be repeated, as they are generated in procedurally created systems, the ways to access the systems involved in the missions will be different each time.
For the first public version of the nightly build, around 40 new missions of various types will be included, as well as other types of content that we could call lore.
During the development of the nightly build the number of missions will gradually increase until reaching an approximate number of 80 missions.
The number of missions will continue to increase in the next development cycles, although these are focused on other systems.
More news soon!
The public build has been updated with the latest available version of the game! As usual, since the nightly version becomes the public version, the nightly branch has been closed until the next cycle. Here is a summary of the main changes and features.
The nightly build is open to everyone featuring new hacking techniques, new devices and more!
Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.
The nighly build is designed to help report bugs and provide feedback while the version is finished.
In this branch the updates will be frequent, of the order of several per week.
Important: Changing to the nightly build removes the savegame from the Single Player mode of the Public build and vice versa. Multiplayer mode progress is not deleted even if you switch from one build to another.
Visit the official Discord of the game for more information, support and the latest news from the nightly build.
Hi people! I would like to share with you the latest news about the development. As some of you know, for some time the development has been focused on the nightly build, therefore the public version will not receive updates for a while until the development of the nightly build ends and merges as usual. Unlike previous nightly builds, this time all the features planned for this development cycle will be included before opening it for public testing. Here are some details of what you will find in the next nightly build:
The public build has been updated with the latest available version of the game!
As usual, since the nightly build has merged to the public version, the nightly build has been disabled until the next cycle.
In addition to new features, this update fixes a significant number of bugs, including performance issues that the server was experiencing lately in addition to data loss from the database.
Keep in mind that version 0.7 is not yet complete and its development will continue in the next cycle of the Nightly Build.
Some critical fixes of the nightly build have been included to the public build.
Some critical fixes of the nightly build have been included to the public build.
Some critical fixes of the nightly build have been included to the public build.
The Nightly branch is open featuring the new LAN system!
Here you will be able to access the newest version of the game to help with testing and feedback by the time it moves to the public branch.
Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players.
In this branch the updates will be frequent, of the order of several per week.
Important: Changing to the nightly branch removes the savegame from the Single Player mode of the Public branch and vice versa. Multiplayer mode progress is not deleted even if you switch from one branch to another.
Visit the official Discord of the game for more information, support and the latest news from the nightly branch.
Hello people!
I would like to share with you the latest news in development.
In the next Nightly Build the local network system will be introduced.
Unlike the public version where all the computers in the network hang on a router, now local networks can have more than one router and their computers can be grouped into switches and hubs.
Because of this, certain computers on the network can be protected in various ways from unwanted access from outside, in addition to the usual methods.
Depending on the type of network and how big it is, you may have to hack more than one computer until you can reach your destination.
This system "unlocks" other parts of the development that were waiting, such as network sniffers, firewalls and network cards, which will finally be ready for nightly build, as well as new methods in the scripting system.
During the development of the nightly build, more devices will be introduced in the local network such as printers and smartphones, in addition to allowing access to routers and switches via shell.
The new local network system will also be used on rented servers, allowing players to build their own networks.
More news coming soon!
Hi people! The development of the Nighly build has begun! This means that unless there is a major bug in the public build in the coming days, it is considered stable, and this would be the last update until the next nightly build cycle ends. As usual the Nightly build will open soon for everyone.
The public build has been updated with the latest available version of the game! Because this update has been published earlier than expected to fix public version issues, the Roadmap remains unchanged until the features in progress are completed. Keep in mind that version 0.7 is not yet complete and its development will continue in the next cycle of the Nightly Build, which will be available very soon.
Hi people! We are almost ready for another update of the public version, which is planned for later this week, after a few more nightly build updates. This "early" public update is because the current version of the Nightly build is more stable and several critical issues present in the Public build have been fixed. After the public update, the nightly build will reopen in about a week, continuing with the current major version 0.7 and the planned features.
The nightly build is open to everyone featuring the new world generation system and players Guilds! Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players. The nighly build is designed to help report bugs and provide feedback while the version is finished. In this branch the updates will be frequent, of the order of several per week. Important: Changing to the nightly branch removes the savegame from the Single Player mode of the Public branch and vice versa. Multiplayer mode progress is not deleted even if you switch from one branch to another. Visit the official Discord of the game for more information, support and the latest news from the nightly branch.
Hi all! I would like to update you on the latest news in development. There are exciting new improvements! For a correct implementation of the Guilds, certain improvements and expansions in the world generation have been necessary. From now on Grey Hack will have more than 4 billion IP addresses to explore, basically all existing addresses in the ipv4 range, or in other words, any IP address now exists in the game. If we consider the number of computers on LAN for each network, we can be talking about much more than 8 billion computers to explore. The new generation system also brings improvements at the development level, allowing "forced" wipes no longer necessary if some aspect of the generation between updates was modified. Also the loading time at the start of the game has dramatically decreased, especially noticeable in the Single Player mode where the player loads the world on the client side. And most importantly, the new system will improve the variation between generated networks. This feature is practically finished and is currently being tested in the Nightly build privately while critical bugs are fixed. The Nightly build will open for everyone in the coming weeks. More news coming soon!
Hello everyone! Finally, the public version can already be considered stable and this means that the next development cycle has already begun. As always, you can take a look at the Roadmap to know the next features that will be included, although you have to remember that they are not done in order. The next major update will bring the Guilds or Clans system, that will include other features on which it depends, such as new services, the beginning of the development of the economy, new commands and improvements to the scripting system and a renewed world generation system among others. As usual, the public build will stop receiving updates until the next major update, and very soon the Nightly version will open with the last version of the game available, where you can help test the new features and report bugs before moving it to the public build. From now on, the Nightly development cycles will be much shorter, since all necessary base features are finally implemented. Therefore, major updates of the public version will be more frequent. As always, thanks for your support and suggestions. More news soon!
The public build has been updated with the latest available version of the game! Version 0.7 brings important features such as Scripting, a renewed Exploits System, support for macOS, community translations and more interesting things, as well as bugfixes. Keep in mind that version 0.7 is not yet complete and its development will continue in the next cycle of the Nightly Build, which will be available very soon. You can check the updated Roadmap here. Below you have a list of the most important changes and additions:
I am pleased to announce that workshop support has been enabled to create community translations!
A tool has been created in the game to facilitate the task. The Translation Editor must be previously activated in the Main Menu.
Here you have a complete guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1870306717
Because the game is in Alpha state, some texts are not yet included in the translation system (mainly parts of the UI). You will also see that there are some texts included in the translation tool that are not currently being used in the game. This belongs to parts of the game under development.
This will be improved in successive updates, especially when the game approaches the beta state.
Hello everyone! In this version there are important changes at the technical level. The network layer used by the game has been completely replaced by a lightweight, secure and more stable solution. With the new network system the game server uses less resources, there is better control of the lag with respect to client connections and therefore the random disconnections that sometimes occurred without apparent pattern should be solved, in addition to other network instabilities. Another positive aspect of this change is that from this update the macOS version is officially supported, since until now a problem in the old network system in macOS prevented it from being published as compatible. The change in the store page about the macOS support will be reflected when version 0.7 goes to public.
We continue with the balancing of the Exploits System. As always, thanks for your feedback!
Finally the computers' processes system is finished, which corrects several inconsistencies and bugs, especially notable in multiplayer mode. In addition we also continue with the Exploit System balances. Thank you very much for your feedback!
Hi! In this version, in addition of two new Social Engineering options, there have been several adjustments in the Exploit System.
More info about the Nightly build here.
More info about the Nightly build here.
This update focuses on usability improvements in the UI.
The first iteration of the new exploit system is ready!
You can see more details about the update here.
This system is based on the libraries that are in the operating system.
Now some programs need to have certain libraries installed to work. In next updates this number will be increased.
The main program to start exploring the exploits system is scanlib, which you can find in the hackshops. This program is based on the new metaxploit library. As the vulnerabilities of the programs are patched, scanlib will not be able to scan the new vulnerabilities unless you update the metaxploit library.
You can check the source code of this program in the Manual. The new classes and methods have been added to the Manual too.
All exploits are procedurally generated, as well as their names. At the moment only the option to download the source code is available from hackshops. The download of the compiled version will be added soon.
Currently the system has ready the main vulnerability, buffer overflow, on which exploits and attacks that can be made are based. In the next updates this system will expand to add more modules and therefore more actions as well as other main vulnerabilities besides buffer overflow, such as code injection and more.
In this first iteration of the system there are some parts that are not yet ready and will be completed soon:
Hi people!
I would like to share with you the latest news about the development.
As some of you know, version 0.7 will bring significant changes in the game. Among them, a scripting system has been added, allowing players to create their own programs to hack and automate actions.
Also a complete renovation of the exploit system is underway, leaving the current versions system obsolete.
The new system is much more dynamic allowing players to find vulnerabilities by themselves using the scripting system.
The programming of the exploits is simple, but now many factors are going to be taken into account so that an attack is satisfactory, from libraries with a specific version installed on the machine, to active connections, active users, etc.
The result of exploiting vulnerabilities will not always give you access to a shell, so it is possible that to realize an attack you must combine different exploits and even social engineering.
On the other hand players can continue to find exploits already compiled in hackshops and other places to use without programming.
With these changes the way to realize attacks will be different, not only because of the use of the exploits correctly, but it will be necessary to prepare each attack gathering information from the victim to know if the attack can be successful, due to the requirements of some exploits, since a failed attack will create a record in the victim's log.
The first iteration of this system is going to be published in the nightly branch throughout this week.
Once it is considered stable, it will be published in the public branch so you can enjoy the latest game additions without continuous wipes in the database, as happens with the nightly branch.
After the public update, the nightly branch will continue with the development of version 0.7 as usual.
More news soon, happy hacking!
More info about the Nightly build here.
More info about the Nightly build here.
* start_terminal
* host_computer
* put (works as scp_upload)
* connect_service
* start_terminal
* scp_upload
* build
* launch
* host_computer
More info about the Nightly build here.
Hi! The Nightly branch is open! Here you will be able to access the newest version of the game to help with testing and feedback by the time it moves to the public branch. Note that the Nightly version is unstable, may contain game breaking bugs and the savegame can be deleted frequently. So It is not recommended for new players. In this branch the updates will be frequent, of the order of several per week. Important: Changing to the nightly branch removes the savegame from the Single Player mode of the Public branch and vice versa. Multiplayer mode progress is not deleted even if you switch from one branch to another. Visit the official discord of the game for more information, support and the latest news from the nightly branch: https://discord.gg/greyhack
Go to your Steam library, right click on Grey Hack and choose Properties. Youll see a tab for BETAS.
Click on that, and then in the box enter the code: nightlybuild
That done the dropdown box above should become active, and you can now select 'nightly'.
Hi people! I would like to share with you the status of version 0.7 and some news. To the list of new features and additions this version will bring, one more has been added: Game Scripting. This feature was planned for version 0.9, but it has been advanced for version 0.7. The game scripting completely changes the internal operation of the programs, since instead of being "hardcoded" in the game, now they will use the same APIs that players can use to create their own programs. This means that, for example, you can check the nmap source code, modify it and compile it in the game. This mechanics will be applied to all existing programs, as well as to the exploits system. This, together with other planned changes, will create the possibility of being able to hack other players even if they do not have open ports, if through social engineering or other methods they execute your programs. For players who are not interested in scripting, this change is practically transparent for them, since they can continue downloading the programs from the stores and using the exploits generated in the hackshops in the same way as they have been until now. Version 0.7, unlike previous versions, will not be published in chunks in the public branch. Instead it will be fully developed in the nigthly branch until version 0.7 is completely finished. Once it is finished and stable the update will be published in the public branch. I will give more details about the scripting when the nightly build is enabled. For now I can tell you that the syntax is very simple and similar to lua. I plan to open the nighty branch in a couple of weeks with the multiplayer mode enabled for all those who want to see the status of the development or help with the report of bugs. Here you can check the updated roadmap: Roadmap Thank you very much for your ideas, suggestions and constant support. More news soon!
Hi! A round of bugfixes.
Hi all! This is the last update of version 0.6. The development of version 0.7 is already underway with significant and exciting changes. As a greater depth in the procedural generation, as well as new elements that will populate the universe of the game. When the first playable version is ready, I will enable the "Nightly" branch for players who want to take a look at the latest versions of the game or help with the bug report before it goes to the public branch. Here you can take a look at the updated roadmap.
This was planned for version 0.9. But after reviewing it I have seen that the implementation was going to be much faster than expected.
In future updates you can customize the font size and the desktop background, although in this build some sources that were too small have been adjusted.
So here you have a new option available in the Menu > Preferences> Appearance.
It is quite customizable, from the bars, desktop icons, menus, etc. Including transparency.
This can still improve in successive updates to include more items in the theme like the widgets.
Surely very soon the default theme of the game will change. Keeping the current one in the predefinied themes as "classic".
Thank you all for your suggestions and feedback!
The hardware is ready!
From now on, certain processes that consume CPU resources will finish their work faster depending on the speed of the processor.
If several processes that actively consume the CPU are launched, such as several deciphers in different terminals, the resources of the CPU are shared between the processes, therefore they will finish their work more slowly.
For the moment it only applies to the decipher command, but very soon there will be more tools that will make use of the cpu.
In the same way, hard drives also share their resources between simultaneous copies that are being made on the same computer, so the speed of copying will be lower the more copies are being made.
In future versions of the game, when the ISPs are implemented, the download speed will also be shared among the simultaneous downloads that are being made.
A widget for RAM and the CPU has been included.
You may notice that memory and resources can sometimes seem somewhat "static". This is because the process system is not yet finished, but it will improve with the updates.
The Power supply is important for the system to be stable. A power supply with low power or damaged can cause errors in the copies and crashes in processes as well as damaging the rest of the components of the computer if it is not replaced in time.
If a system is too unstable it can lead to Kernel Panics or spontaneous reboots.
A high-power processor, a RAM or a quality motherboard consume many more resources than worse versions. Therefore if you change the motherboard or add components that consume many resources it is a good idea to replace the Power Supply with a higher power.
The motherboards have PCIs slots that in this build are not used but in next updates will be introduced the network cards that will have to be installed in these slots, besides other peripherals.
At the moment the graphics card is postponed until new mechanics such as bitcoin mining are introduced as it could now be redundant with the CPUs. The fans are also postponed until the process system of the computer is finished.
Here you have the full changelog. There will be news very soon as the development of version 0.7 will begin!
Thanks for your help and feedback!
Hello people!
As many of you know, the next updates are going to focus on the hardware until the cycle of the 0.6 version is finished, you can check the Roadmap here for more details.
Hard drives have been introduced in this update.
Every existing company in the game that is dedicated to manufacture hardware, will create several models of hard drives every year.
Most of these companies do not yet have an accessible website, but in subsequent updates, you can visit the website of the manufacturer and it is possible that you can find an offer that does not exist in a normal store.
All models of hard drives are procedurally created, as well as their prices. Currently you will find somewhat crazy prices for some models since it has been balanced based on the characteristics that are in the game. In successive updates the prices will be normalized.
Hard drives are characterized by their storage capacity, speed and quality or durability.
In this update, when you copy files between the same machine, the disk speed will be applied in real time.
When the network cards and ISPs are introduced, the download speed will also be affected.
Depending on the durability of the disk, it will deteriorate with use, causing a loss of performance and affecting the speed of the disk.
The installation process of the hard disk is a placeholder, since some features are missing to complete this section first, due to this, although the health of the disk reaches 0 it will not be broken. This is planned for successive updates.
In addition to the hard drives, improvements have been made in other sections.
Hi people!
I've been working on improving the game's initial help.
The first mission as well as the access to the network for the first time remain intact, but now you can perform a guided tutorial that will help to understand how the game works for new players.
Its operation is simple, a help window will open automatically when you open certain programs or certain events occur.
The manual remains as it is now, where you can access the information in more detail than you see in the initial tutorial.
Also an option has been added in the preferences to be able to reset or disable the tutorial, as well as the first mission and access to the network for the first time.
If you already know how the game works and do not want to do any tutorial you can deactivate it from the preferences and also from the screen that will appear at the start of the game.
Thanks for your feedback and suggestions.
More news soon!
Hello everyone! I have been reviewing the roadmap and many future features will depend on the hardware system, and even some of those that are already working, do so partially due to the lack of this feature. Therefore I will prioritize the hardware and it will be the next system to include in the game. I have updated the roadmap to reflect this change. The hardware system advances from version 0.7 to the current version 0.6. Since the hardware system is going to involve big changes in the game, I think it is convenient to close the cycle of version 0.6 with this main feature implemented. Therefore Player shops and services, Players guilds and Police Stations websites have moved from version 0.6 to version 0.7. Here you have the updated roadmap. Any question you have, feel free to ask through Steam, Discord or Reddit. More news soon!
Small update to address some internal errors.
Hi! Since there are many changes regarding the nightly version and the latest versions are quite stable, it has been updated to the public version. At the moment the nightly branch has been deactivated until further notice. Update: Published hotfix to correct the bug that prevented to access to routers configuration.
Hi everyone! We are reaching the end of cycle 0.5, there is one last update in which I am redesigning the tutorial so that players without experience in UNIX systems can learn the basic things to be able to play without problems. Version 0.6 will bring more changes in the gameplay, especially in multiplayer. This update focuses around the concept of renting remote servers that can be completely controlled by the player. With the use of computers rented by the player, the concept that the player keeps virtually the computer turned on when leave the game is replaced. Since now these rented computers will be used if you want to leave some program/service running even if you are not connected to the game. You can rent as many remote machines as you want, although you will have to pay a monthly fee for each, which adds value to the game's money, which until now was only used to buy exploits. Obviously the player must protect the security of these computers, as any player who came to them could hack them. These servers will serve the player to publish their web pages more adequately, since now if a player wants to publish a website he has to modify an existing page and surely no player would find it. From now on, when a player creates a web page, it can be easily accessed from the internet search engine. In future updates these custom webs will have more functionality such as allowing the player to create missions that other players can solve as well as create stores. Missions created in the multiplayer mode will be modified to require the player to install the services required by the mission on a remote rented server, allowing access to a computer belonging to a player even if is not online. The map will have more functionality, since from there it will be able to connect automatically to any machine of which we have its credentials, being able to create chains of connections easily. The players that want to contribute with the test of the version 0.6, I will enable the experimental branch with the most recent changes along with some tools that will facilitate the testing. When the first experimental version is ready I will notify you and publish the details to access. Regards!
Hi! This update is mainly based on chat improvements to allow players to communicate comfortably ingame.
Hi everyone! I decided to hire the services of a hosting based on cloud technology, instead of hosting it myself. Although data transmission and game requirements are low, the new network available to the server should be much more stable than what was being used up until now. The new server is now up and does not require any update of the game by the players. It would be useful if you to tell me about your experience with the new server. Thank you!
Hello everyone! This update is focused on bugfixes:
Hi! Here you have another new version with some new things and bugfixes
Hi everyone! This is the public version 0.5. Some features have been postponed for the next updates of version 0.5.x such as permissions system improvements and the permanent computer online feature. Here is a summary changelog of the experimental versions along with some new things.
Hi! This week I will finally publish version 0.5 in the public branch. It is possible that some of the planned features will be postponed for the next updates of version 0.5.
Hi! Info about experimental branch here.
Hello everyone!
This is a partial update of version 0.5, so it has been published in the experimental branch until I finished implementing all the planned features. Once version 0.5 is complete, it will be passed to the public branch.
Keep in mind that the experimental version may be more unstable and contain more bugs than current version 0.4.
Before continuing, I have to warn you that the single-player savegame will be erased each time you switch between the experimental and the public branch.
On the other hand in the multiplayer mode your progress of the version 0.4 will not be erased if you install the experimental version and vice versa, but the database is independent, this means that you will have to start the game from the beginning in the experimental version.
To access the experimental branch:
Go to your Steam library, right click on Grey Hack and choose Properties. You’ll see a tab for BETAS.
Click on that, and then in the box enter the code: experimentalbuild
That done the dropdown box above should become active, and you can now select experimental
Hello! Here are the details I posted about the upcoming v0.5: Update v0.5 The update is taking a few days longer than expected due to some important bugfixes in version 0.4 that I found essential to made especially for the next update. Finally I am completely focused on finishing the update 0.5, therefore there will be no more updates of version 0.4. The first missions focused on multiplayer are almost finished. But I still have other aspects of the update to finish. As I do not want the update to be delayed anymore and I have special interest in seeing how the first interactions between players work, I will enable the experimental branch with the first iteration of version 0.5. In the experimental branch the updates will be practically daily until version 0.5 is completed, at which point it will go to public. This version will be available around the end of this week. Regards!
Hi all! This version focuses on fixing a problem on the server. Changelog - Solved problem in multiplayer mode that caused that some players were kicked of the game after a few minutes. - Fixed bug in the browser that caused bookmarks to not react when clicking on it. - Added mv and cp commands to ftp. - Improved server to consume less resources.
Hi! Here you have the list of changes focused on correcting various aspects on which the 0.5 update will be based. Due to certain changes I had no choice but to perform a wipe of the database in both game modes, sorry! Changelog - Fixed bug in multiplayer that prevented several players connected in the same remote machine from seeing the changes in real time made by any of them. For example, file creation, deletion, etc. - Added wifi automatic connection to last added wifi when starting the computer. - Fixed bug that caused that the copied files were not saved in a remote machine using the file explorer, so when disconnecting from the machine the copied files were lost. - Fixed bug when installing or running a service on a remote machine causing a duplication of the service. (full feature available in version 0.5) - Fixed bug that caused the /var folder to be recreated erroneously after the player erased it, creating a folder / under the main root. - Fixed bug that caused the system.log file to be recreated in an erroneous way if the player erases it. - The system.log file is automatically recreated at the same time it is deleted, leaving an entry with the file deletion, which will generally cause an admin to start the trace. It is recommended to use LogViewer to erase suspicious entries. - Reduced the aggressiveness of the admins in certain networks to avoid cases where a Game Over was produced shortly after connecting to the victim's machine in the first mission. - Fixed regression bug that caused the html files could not be edited and opened with notepad or cat command. - Fixed bug in the file explorer that caused certain files not to be copied correctly in the destination folder when omitting file properties in the copy. - Fixed bug in which the exploits stopped working on a remote machine if someone had deleted the service configuration files. The service runs in memory, to stop it you will have to use a specific command, available in version 0.5 - Fixed bug in the context menu that caused the clipboard to lose the file copied with the file explorer when entering any folder. - Fixed a bug in the file system that caused a crash when copying a folder within the last child. - Fixed a bug in the file selection dialog on a remote machine, causing the local machine to be displayed. - Fixed bug in shellweb that prevented from using the exit command.
Hi! while I finish preparing the update 0.5 here you have more bugfixes. Changelog - Fixed bug in social engineering that caused the npcs not to recognize their admins. - Fixed an error that allowed to receive the reward of a completed mission more than once if the mail was answered with the requirements of the mission completed again and again. - Corrected error in the missions whose requirement is that the victim did not realize the intrusion, causing the mission to always fail even if it had been done correctly. - Fixed an error in the multiplayer mode that could not turn off the computer. - Fixed an error in the multiplayer mode that caused certain elements of the interface to stop responding, such as contextual menus, the list of wifi networks, etc. - Fixed an error in the multiplayer mode that caused the browser bookmarks to be lost between sessions.
Hello world! I would like to share with you the status of the next update. During this week I have been working on the 0.5 update that will bring important changes to the mission system, bugfixes and more. I need a few more days to have it ready, but in the meantime I would like to introduce some of the changes I am implementing. From now on, the development will be focused more and more on multiplayer features. So in version 0.5 there will be missions that allow one player to enter another player's machine, or multiple players to enter another player's machine. Since as currently happens with the machines of the npcs, there is no limit of simultaneous connections to a machine by players. Basically the idea of this update is that any type of hacking that can be performed on a machine controlled by an npc, can be made to a machine controlled by a player. In successive updates of the branch 0.5 will be implemented missions to be carried out collectively by several players, which will give the need to start with the introduction of guilds. In this update some missions will require that the player has running a service on their machine uninterrupted until a deadline. So now when you press the shutdown button you can choose whether to exit normally as before, or leave the computer turned on in the world and therefore can be hacked. This feature will only be available in multiplayer mode. It could be considered as an AFK by the player. I think it is useful not to force the player to have to leave the game running for hours and hours if for whatever reason he wants to leave the computer active in the world. This will also be useful later to set up web pages or stores that the player wants others to access. This feature is somewhat delicate, since it requires many changes and tests. So if I see that it's going to cause the update to take a long time, it might be that I would move this feature for the next update. In version 0.5 the player will have available tools to manage the security of installed services that may be vulnerable. This has required an improvement of the permissions and of the sudo command to be able to login as root user. The chat system needs to be improved considerably, although you will not see changes as the improvements are planned for later, for now I have included notifications to know if another player is talking even if the window is closed. And well, I think I do not leave anything else apart from a bunch of bugfixes. Thank you all for your feedback and suggestions!
This is a small update that corrects a regression bug that prevented to enter the characters "=" and "+" in the terminal. Copy/paste has also been added in the mail client recipient's field.
Hello everyone! This update focuses on improving several aspects of the interface and the client side. The next update will be focused on improving the mission system, as well as new missions based on the multiplayer mode. Changelog - Improved copy/paste system to allow copy/paste between different windows and terminals. - Added clipboard: when clicking on the new icon in the top bar of the desktop, a list with the last copied texts will be displayed, showing the new ones at the beginning. If an item is selected from this list it will be the text that will be pasted next time. At the moment there is a maximum of 6 items on the list. This will be customizable. - Created options in the main menu to erase the player's computer in any game mode and erase the world in single player mode. In this way the player can choose to reset his progress at any time. - Rewritten the input system of the terminal to increase its responsiveness and avoid lag in certain keys as TAB to autocomplete. - Improved focus system between windows. Now a window will be placed in the foreground if the user clicks anywhere in the window instead of just on the bar.
Hello everyone! I am preparing a universal copy/paste system and new missions focused on the multiplayer mode. I still don't know if I'll separate it into two updates. Meanwhile here you have some more fixes. Changelog - Added visual aid to show the manual to new players. - Redesigned part of the manual to make it easier to access the information. - Fixed crash when trying to login from the mail client with a username without the domain. - Removed export DISPLAY command temporarily. So you can launch visual programs remotely without having to enter the export command. - Fixed bug in browser bookmarks that caused empty bookmarks to be added if initially there were none in the list. - Added explanatory message when welcome packages are installed
Hello people! This is another patch focused on bug fixes that you have reported to me, thank you very much! It is being very useful to me. There are still some pending bugs that I will solve in the next updates (like the studentsviewer issue), but since the critical bugs have been fixed, apart from fixes I can start in the next updates to introduce new features. Stay tuned! Changelog - Database on multiplayer has been rollback about 2 hours due to devel purposes. Sorry for the inconveniences. - Fixed bug in sshnuke that caused in some cases the terminal to stay with the "connecting..." message without continuing the execution. - Fixed bug in sshnuke that prevented the attack from being performed correctly even if the requirements were met, if the program was in a different path than /bin - ftpnuke works and is recognized by the terminal. You may have to download it again if it still does not work. - Fixed bug in the terminal window, when changing status to connected mode even if the ssh connection had failed due to incorrect password. - Rewritten ftp command. Because ftp is a file transfer protocol, it is used for the transfer of files between the connected machines, therefore it is no longer possible to execute commands and programs that are in the remote machine, for this it is necessary to connect by ssh or use a exploit that access to a shell. To see a list of commands available through ftp, type "help" in the terminal while you are connected. - Increased the range of the wifi to avoid cases in which the user can not access any or very few with little power. - Added ftp to the manual - Added mail to the manual to detail how to access the social engineering mode
Changelog - Fixed bug in multiplayer that causes the wifi network in which the player had connected to disappear after leaving and re-entering the game. - Fixed bug that prevented the game from starting again in any mode after a gameover, forcing the player to completely exit the game. - Fixed several crashes on server.
Changelog: - Fixed regression bug from previous update that prevented restarting or shutting down the computer. - Fixed regression bug that caused the mouse cursor to show behind the dropdowns.
Changelog: - Fixed bug from last update that prevented selecting the multiplayer mode from the main menu. - Fixed bug that could cause the cursor to not show on the desktop. - Game engine updated to solve problems with certain computer configurations.
Changelog: - Fixed fps issues experienced by some players in single player mode. - Database wipe required due to generation changes: The savegame in single player and multiplayer mode will be deleted. Although this will not be frequent, it may occur more times during the alpha period. Sorry for the inconveniences. - From now on you will only have to crack the Wi-Fi at the start of the game one more time, then if you get caught (gameover) or there is another wipe database, you will have a file on the desktop called Gift.txt with the password of a network. Since this part serves as a tutorial, it does not make sense for the player to perform it more than once. - Now you can delete received or sent emails. - Fixed error in mv when copying the file instead of moving it on the client side. - Fixed error in the net browser bookmarks by mixing all in a single bookmark after re-login in the game. - Fixed error in the bookmark window that caused it to move behind the browser window, preventing interaction with it and adding bookmarks. - Fixed repeated entries in the manual. - Now the return key of the numeric pad of the keyboard works in the terminal. - Fixed autocomplete function in the terminal so that it does not show the commands that are not installed in the pc. - Fixed bug in server that prevented tracking to work correctly. - Fixed bug in server that could change the position of the player in the world between sessions, losing access to any wifi cracked in the previous session. - Fixed bug in certain exploit programs by not accepting a correct password if the port you were trying to connect to was different from 22. - Fixed erratas in the manual.
Small update to alleviate fps drops experienced by some players in single player mode.
Changelog: - Fixed crash server that avoid users to sync their data after re-login, losing the progress made since the last login. - Fixed mouse cursor disappearing. I have not been able to reproduce the issue, If it happens again, please report.
This is a small update while I finish preparing the next one with the cursor fix. Changelog: - Fix the problem that caused not being able to launch programs from the main menu. - Fixed wrong name in the manual with airmon command that could lead to confusion.
Some users are reporting that at certain moments of the game the mouse cursor disappears. It seems to happen in a random way. As a workaround, to recover it use ALT + TAB to change the game window and return to it. I am preparing an update to fix this problem and others arising with the server. Regards.
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