Walk the hall, fix the gear, send the packet.
You play Ping, the network engineer of a busy data center. Every level is a trouble ticket: a client cannot reach a server, and the reason is hidden somewhere in the hall. Run, jump and collect the diamond of a router, switch, firewall or server to unlock it, then configure it, press Send and watch the packets hop device by device. If something is still wrong, the packet drops and tells you why, the same way a real network does.
Behind the arcade layer there is a real simulation: longest-prefix routing, TTL and loops, RSTP root election, port security, stateful firewalls with an implicit deny, DNS zones, DHCP relays, VLANs and trunks, IPsec and MTU black holes. The tools are real too: an SSH-style Cisco-like CLI over an out-of-band network, a network map, and a Wireshark-style capture analyzer with display filters and a hex dump.



Catch the hacker. Keep the users happy. Keep the company in business.
You are Cyber, the SOC lead, and a sibling of Ping. The hunter always moves first: he scans, exploits, moves sideways and finally goes for the crown jewels. You only see what your sensors catch, and some alerts are false alarms. Then you get three action points to investigate, isolate, reimage, patch, cut links or change global controls such as MFA, a web application firewall, egress filtering or segmentation.
Four gauges keep you honest: efficiency, user mood, financial loss and reputation. Lock everything down and your users mutiny. Do nothing and you are breached. Survive 16 turns, or leave the hunter with nothing to attack, to win.
Fully QA’diOS app: not yet
Feedback and bug reports are very much appreciated. The game has been through a full QA pass, but every player finds something new. If you spot a bug, an unfair case or have an idea for a scenario, please get in touch.
Networking and security are learned by breaking things and fixing them. A game lets you do that without a lab, without a change window and without anyone getting paged. Ping teaches how packets are actually forwarded, filtered and dropped. Cyber teaches that defense is a series of trade-offs. If you play one of them and learn something, or get annoyed by something, I would like to hear about it.