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In development

ISP Sim

Build a wireless ISP in a living city.

Screenshots

From the current development build.

Downtown high-rises in ISP Sim, seen from above
A city district: every roof and flat is somebody who might want a connection.
The coverage overlay drawn as a blue volume over a valley
The coverage overlay shows exactly where a sector reaches.
Dozens of green client links fanning out from one tower
Client links from a single tower, one line per connected customer.
Backhaul beams running between towers across hills
Backhaul beams carry traffic between towers and back to fibre.
A sector antenna's coverage wedge aimed across a town
Sectors are aimed in the world, with azimuth and tilt as you turn them.
A tower beside an apartment block with its panel open
Towers hold a limited set of slots, each with its own radio.
The research tree window, showing branching nodes
The research tree: 58 nodes gated on how far the business has grown.
A management window with tables of customers and figures
Dockable windows for customers, finance, staff, contracts and zones.
Layout plan of the Riverside map, showing districts, roads and farms
Riverside, the second map: 33 districts, 7 offices and 52 tower sites.

What's playable now

Everything below is implemented and running in the current development build.

2Maps built: Green Fields and Riverside
14Map overlays
58Research nodes
86Codex pages
4Staff roles: technician, sales, marketing, helpdesk
1–100 GbpsFibre uplink tiers

Tower building

Place towers anywhere on valid ground. They start as planned blueprints and go live once a technician finishes construction. Choose between tower chassis per height tier and add mast extensions for extra height and slots.

Equipment

Five tiers of sector antennas in two lines — wide Sectors and narrow Beams — plus backhaul radios in four range bands from 400 m hops to 6 km long hauls, tower switches and power units. Everything fits into a limited set of tower slots within a power budget, and sectors are aimed in the world.

Line of sight

Buildings and terrain block links in full 3D, with coverage cones, LOS lines and signal visualisation to plan around them.

Customers

Houses and apartment blocks with per-customer CPE installs, distance-limited link speeds, individual satisfaction and churn.

Fibre uplinks

Connect towers to fibre breakout points with line-speed tiers from 1 Gbps up to 100 Gbps.

Traffic simulation

Separate upload and download traffic, daily demand curves and sector congestion that slows customers down when you oversell capacity.

Workforce and offices

A new game starts with no office: rent your first one, then buy desk and field slots as you grow. Hire technicians, sales, marketing and helpdesk staff, each applicant with their own level and traits. Technicians carry stock, restock at the office and are dispatched by hand or by priority.

Marketing

Marketing campaigns with in-world signage, plus word-of-mouth growth from happy customers.

Live operations

Random equipment outages, rain fade and fibre cuts that need repair jobs, or a lucky remote fix.

Research tree

A 58-node tree woven across the stages of a playthrough: better radios, taller towers, faster crews, cheaper operations and stronger marketing, each node gated on customers, towers, links, staff or completed contracts.

Analytics

A Network Health rating, dockable windows for finance, customers, staff, contracts and zones, traffic graphs, and fourteen map overlays from coverage and line of sight to demand, satisfaction, service zones and key accounts.

Progression

Two maps built so far — Green Fields and Riverside — each with three star goals based on customers, peak traffic and satisfaction. Two stars unlock the next map.

A living world

One day and night per in-game month, lit windows and street lamps after dark, drifting cloud shadows and rain. Roads, junctions, crossings, parking, bus stops and parks are built into the streets, with traffic, pedestrians, birds and livestock.

In-game Codex

An illustrated help book in the HUD: 86 pages and step-by-step slideshows covering tower building, sector aiming, backhaul links, customer installs, overlays, research and outages.

Relinks and planning

Move a radio from one tower to another and the crew takes it down, refits and re-aims it. Work is staged per tower, priced before you commit, and shown as ghosts until it is built.

Sound

An original soundtrack, with audio settings that apply while you play.

Business customers

Win business contracts, then keep them: a finished contract becomes a key account with a monthly service level agreement, measured in hours offline, slow or laggy, and billed against you when you miss it.

Fibre, zones and data centres

Buy fibre lines into towns, route towers over zone fibre cables as well as radio links, and fit an office as a data centre to unlock faster lines.

Sales and service zones

Sales reps work leads across their zones, marketing campaigns show their reach before you place them, and service zones set where your crews are dispatched from.

Quality of life

Save and load with autosave and full session state, settings that apply live, confirmation prompts and 1× to 30× game speed.