
SysOps Saga is a simulation game that puts you in the shoes of a Site Reliability Engineer (SRE), managing the intricate web of software, security, and hardware to keep digital systems running. Developed by a FAANG veteran, this game offers an immersive and educational experience for IT enthusiasts.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I usually don't write reviews, but I hope there could be value in this one - I'd love to see this game succeed. This game has a great premise and a very unique scenario - it immediately caught my attention. Logs, graphs, balancing loads etc, what's not to love? Unfortunately the execution is not where it could be. - Missing quality of life features. Rerouting connections from one server to a copy etc requires lots of clicking - Setting routes requires quite precise clicks, very frustrating considering how often this needs to be done, especially considering that you cannot pause the game. - Tedious tasks - roll out security updates to all nodes while maintaining uptime. Great setup, but given how this needs to be done, there is a lot of clicking involved for a simple task. - You want to deploy a new version of the application? Better search for the correct version in the list of 30 applications. - Servers are crashing? Good luck figuring out which one is Fishy-Rainbow-1337 - Determining where bottlenecks are is not always that simple. There are graphs but I feel like they are not always as helpful as they could be. In addition to that, there is usually no punishment to maxing out servers. There is lots of missed potential here, maybe this is done better at later stages in the game but I have zero motivation to keep playing :( I think there are low-hanging fruits that could significantly improve the experience - Improve setting routes! - Have a "upgrade" buttons to deploy the updated script - Provide a "reroute" functionality that routes all incoming connections to server A to server B.
[h3]Симулятор Site Reliability Engineering или набор суровых головоломок для тех, кто в теме.[/h3] Игру действительно делали люди, которые понимаю, что делает человек, обеспечивающий бесперебойную работу высоконагруженных сервисов и как ему без паники не навернуть рабочий сервер. Перед Вами не обучающая игра или учебное пособие - это симулятор. Желательно иметь минимальное представление о работе сети, иначе рискуете, как я, по долгу сидеть на простых головоломках. Встретилась пара багов, вылечились перезапуском игры.
There are some Quality of Life improvements that need to be done. Other wise, the game is exactly how it feels to do anything IT related for a server or application. I would love to see the ability to start from scratch kind of gamemode. Mainly, sometimes when you get to a new scenario it can be a bit overloading at times.
Good idea, poor execution. Avoid.
im a devop, its true all I do all day is draw lines from boxes one box to another
This game plays more like a puzzle game than a network simulator. That’s not inherently a bad thing, but it doesn’t offer much value if you're looking to build skills relevant to something like the CCNT. The in-game “programs” are vague and don’t clearly explain how they function—there are no numbers, rates, or formulas to help you work out ratios or performance. As a result, I often felt like I was guessing what the game wanted rather than solving problems intentionally. The network simulation runs very quickly and cannot be paused, which makes it hard to analyze what’s happening in real time. I noticed the recent additions of production and integration environments, which is great, but without numerical data it’s still unclear how things actually behave. The UI could use improvements. Rubber-band selection is sorely needed. A third of the screen is taken up by a chat window and an unfocused log. The log might say something like “Server A crashed,” yet there’s no clear way to identify which server that refers to. There’s also a lot of flavor text mixed into the log that doesn’t relate to gameplay, which becomes distracting. The program mechanics were particularly frustrating. They can fail and require assistance from a software engineer NPC—which is a neat concept—but the program descriptions might look like “(red cube → blue cube red cube)” without any information on timing, rate, or input/output ratios. Without that, it’s impossible to tell whether a program is functioning correctly, let alone optimize anything. And frankly, the software engineer should probably test their code before handing it off, but that’s another issue. Overall: I love the premise, and there’s potential here, but for players like me who enjoy number-driven optimization in the style of Factorio or Satisfactory, the lack of transparency and clarity makes it unsatisfying. I ended up refunding the game.
This "game" is really terrible. I gave it longer than it deserved and it never got better. Often you know exactly what you want and need to do, but it will take you a bunch of tedious busy work to enact that solution. There is no real puzzling, as I would expect from a title like this. Every level is completely straightforward. It's just boring mechanical action without any embellishment on top of it to make it into a playable experience.
I like
O jogo não é divertido. Não há complexidade em resolução de problemas, apenas pequenos desafios que se resumem em arrastar um ou outro item para a tela e esperar o contador subir.
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