
Build, cable, and automate. Assemble racks, servers, and switches, connect enough capacity for each app, earn money from processed data, and unlock gear and bigger customers with XP and reputation. Follow colored data packets as your center comes to life.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.29/day in the week to Sep 1 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Build, cable, and grow a living data center from the ground up. Start with bare floors, buy racks, servers, and switches, then physically place and stack your hardware the way you want. Run Ethernet between ports to shape your network by hand and watch data spring to life: every customer’s traffic appears as colored packet-balls rolling along your cables, revealing bottlenecks, idle links, and beautifully tuned throughput at a glance.

Customers arrive with app requirements and capacity targets. It’s your job to connect enough servers to each customer app, balance load across racks and switches, and keep the data flowing. As you successfully process customer data you earn money to expand, XP to unlock more capable devices, and reputation to attract bigger, more demanding clients. Hardware ages, too—servers and switches have end-of-life and can break—so design for uptime: keep services reachable even if devices on the path die, swap out failing gear, and build redundancy with servers that can use multiple network connections.
Tinker for perfect layouts or move fast to hit deadlines; either way, this is a tactile builder where every cable matters and every improvement is visible. No complex command lines—just the satisfying click of ports, the hum of stacked servers, and a vibrant river of packets proving your design works, even under failure.
Key features
Hands-on data center building: buy racks, servers, and switches; stack hardware and route Ethernet by hand.
Visual networking: see packets as colored balls per customer, making flow, congestion, and capacity instantly readable.
Customer-driven goals: connect enough servers to each app to meet requirements and keep contracts running.
Progression that rewards good design: process data to earn money, gain XP to unlock new devices, and build reputation to attract new customers.
Reliability and maintenance: devices have lifespans and can fail—plan replacements, manage downtime risk, and keep services online.
Redundancy that matters: give servers redundant connections and create alternate paths so traffic stays reachable when a switch or link dies.
Evolve your layout: upgrade hardware, recable to remove bottlenecks, and scale your floor from scrappy beginnings to a bustling operation.
Immediate feedback: every placement, failure, connection, and upgrade changes how packets move—optimize by watching the network breathe.
Build it your way, wire it your way, and grow from a single rack to a reputation that attracts the biggest clients—all powered by a network you can literally see working, surviving hiccups and hardware end-of-life along the way.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 146 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Get off work dealing with IT Tickets. Get on computer. Open Data Center. 65 servers are broken, Employees won't fix 4 minutes remaining All servers crash take money and run In mexico now Good game
This game scratches an itch of sorts since I have my own homelab, but this game feels pretty clunky. There's no real feeling of progression or economy. I choose to not refund this game since I got it for only 7-ish bucks which in the grand scheme of things is the cost of a Dunkin $6-meal deal (with its tax) and I like to support indie devs. I really hope to revisit this game after some time to a more fleshed out version, otherwise I have to regretfully not recommend.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Czech, Dutch, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal +7 more
Hours played at review time, across 149 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Perfect game!!! As an I.T. Specialist, after a full 8 hour shift in the office, I come back home and I keep installing servers and switches, connecting them with various cables and then setup some IP addresses.... the same stuff I do for working now I can do for entertain me!!! Also the bad feelings about bad cable management in the racks is well preserved,... ... at least, in the game, I can choose whatever cable color I prefer.... so my datacenter is all in pink cables!!! LOVABLE!!!!
If you like wire and basic tech stuff than this game is pretty cool. Not sure if stuff opens as you go but wish there were some more options (Servers, Switches, just gear in general) Overall been having some fun, Wire all day to come home sit down and zen out running more wire.
I’ve really enjoyed Data Center, and the core idea has a huge amount of potential. However, after spending more time with the game, the current selection of items and systems starts to feel quite limited. I would love to see much more depth around power, cooling, networking, and server management. Features such as raised or false flooring for underfloor wiring and cooling would make building a data centre feel much more realistic. It would also be great to have the ability to upgrade power and cooling infrastructure as the data centre grows, rather than having to remove and rebuild large sections. The server hardware could use much more customisation. Being able to open a server and swap drives, processors, memory, network cards, power supplies, and other components would add a huge amount of depth. Racks should also be editable and upgradeable after they have already been installed. More detailed networking controls would also be welcome, including additional switches, faster cable standards, bandwidth management, network configuration, and better control over how servers and switches communicate. I have spent around four days modding the game and have already added 18 new servers and switches, along with 100 Gbps cables. I have also changed the final level requirement to 50 million IOPS to make the end game much more challenging and give players a real reason to build a powerful, well-designed data centre. I honestly wish I had access to the full source code because I would spend an unbelievable amount of time adding new features, hardware, upgrades, and deeper systems to the game. The foundation is already there, and with more development, it could become an incredibly detailed data centre simulator. Overall, it is a fun and promising game, but it currently feels more like a strong foundation than a fully developed data centre simulator. More hardware, deeper power and cooling systems, better networking, component-level upgrades, and stronger end-game progression could make it something really special.
Its a cool idea for a game, but unfortunately there isn't much game here. If you like sitting around waiting for money to tick up and doing the same thing repeatedly with little tangible reward this is the game for you.
> Saio do trabalho > Chego em casa > Abro o jogo > Começo a trabalhar de novo 100% accurate.
Great concept, but it is just so clunky. My first 10 minutes was just trying the get the cart unstuck because the physics was so janky. The tutorial videos and pages, while informative, were a bit much all at once for me and didn't flow very well for someone who doesn't inherently understand the terminology or background of the game. By the time I understood how to get the first basic contract completed I had less than 5 minutes left and finished it with maybe 2 seconds left. Plus there are things which make no sense like why I just lose cable after removing it. Last I checked it doesn't get consumed if I unplug it... It seems like a very cool concept, but it's just too unpolished and lacks guidance for me to really enjoy it
Overall - the game is pretty great. UI/UX is not there, sound design and physics are buggy, but taking in consideration it's an indie game - the level of those detail aspects are just enough to let you dive into the world of networking. Key concepts of a real data center are done on a level which will give a challenge to even experienced people in the sphere. At the start, the game may even feel frustrating, but getting deeper into the game mechanics (which are roughly 95% accurate to real world) will give you motivation to build the data center of your dreams, planning scalable schemes by dividing and conquering the network the whole game. P.S. I also recommend installing some QoL mods such as buffed cart since the one in game is too small.
オンラインで協力プレイができると聞いて買ったのだが、バグが多くプレイヤーが見えなかったり、チュートリアルがホストじゃないと完了できなかったり、物資が増殖したり、物資購入の際に購入後スペースに台車ごとプレイヤーが入ってたら台車の角度によって裏世界行ってしまったりと快適に遊べない状態です。 また、雰囲気はシミュレータというよりやることの多いクリッカーゲームのように数字が増えていくのを見ていくゲームととらえたほうが正しいのかなと思っています。 ただ、友達とやったらちゃんと3時間くらいは連続で楽しめたのでバグが修正されたら円滑に遊べるようになると思います。 これからの修正を楽しみに待っておきます。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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