Imperial Hackers Online – Readme.md

As this repo is currently private, I wanted to share the thinking and logic I put in the game below. Remember I did a fork from my Imperial Barons Online game to create this one with a different level of game play. While some of this is similar, there are also many differences in this game. Both Imperial Barons and Imperial Hackers has been inspired by an old 1990's game called Trade Wars 2002, but after 35+ years since I last played that game, much of my memory of that game is not present. I had to re-imagine this game with inspiration using old BBS Turn Based style game play. See the disclaimers below.

# Imperial Hackers Online

**A turn-based hacking, data-trading and conquest game for WordPress.**

The Imperium Hackers Group has opened its frontier to novice hackers on the colony planet

Cryptara Prime. The planet's systems are networked through hubs and routes, and every system holds

a wealth of information. Hack it, sell it, build a criminal empire of buildings full of scammers,

and climb from humble Vagrant to Imperial Hacker.

> **Please note:** Imperial Hackers Online is a fictional computer game built around the themes of

> trading and hacking. No real hacking takes place: every system, network, tool and piece of data in

> it is made up, and nothing in the game touches any real computer or account.

Imperial Hackers Online is played entirely in the web browser through ordinary WordPress pages.

There is nothing to download and no terminal emulator to configure: players sign in to your

WordPress site and play.

---

## Inspiration and attribution

Imperial Hackers Online is a sister game to **Imperial Barons Online**, the space trading game by

the same author, and runs on the same engine: the same turns, trading, haggling, exploring,

empire-building and combat, retold as a hacker game on one networked planet. Where a Baron flew a

ship between ports in sectors, a hacker routes a computer between systems in subnets.

Both games draw their inspiration from **Trade Wars 2002**, the classic BBS "door" game, but each is

a **completely new game** with its own setting, names, rules and code. Neither contains code, text or

artwork from Trade Wars 2002, and neither is affiliated with or endorsed by its creators or rights

holders. *Trade Wars* is a trademark of its respective owner.  

**This game is totally new!**

Similar to trading games, it has new style of play and rules.  A modernized approach using

Cyber Security Engineering terms for Red Team offensives, and Blue Team type defenses.

This is a turn based game, so a player only gets so many turns a day to decide

to build up their player skills,  hack on a subnet for data bounty, or hack another player

to get some of their wealth.      A Team Play allows players to team up and go after other teams

as a group.

---

## Disclaimer: install and run at your own risk

**You install and run this plugin entirely at your own risk. The author accepts no responsibility

or liability for any loss, damage or compromise that results from using it.**

Every effort has been made to write it safely: player actions are checked on the server, forms are

protected against cross-site request forgery, database queries are prepared, output is escaped, and

administrative functions require WordPress administrator rights. Even so, new vulnerabilities are

discovered in software of every kind every day, and no website can be guaranteed secure. This

software is provided **as is, without warranty of any kind**, as set out in the

[GNU General Public License v2](LICENSE), under which it is released.

Before installing it on a site you care about:

- **Test it first** on a staging or local site rather than a live one.

- **Back up your database and files**, and keep doing so. Network Founding and the Reset tool

  both erase game data permanently, and that cannot be undone.

- **Keep WordPress, PHP, your theme and every plugin up to date**, and serve the site over HTTPS.

- **Protect player accounts.** The game relies on WordPress for registration, login and passwords,

  so secure those as you would on any site, for example with an anti-bot plugin on the registration form.

- **Read the code.** It is open source precisely so you can audit it, and change it, before trusting it.

If you find a security problem, please report it privately by email to

**sysop@maddogproductions.online** rather than opening a public issue. See [SECURITY.md](SECURITY.md)

for what to include and what happens next.

---

## The goal

You start as a **Vagrant** in Aurelia (subnet 001) with one meagre computer, a Scrapdeck 386 with

30 datacrons of storage, and a few thousand credits. Your aim is to rise through the ranks to

**Imperial Hacker** and become the most powerful hacker on the planet.

### Objectives

- **Build a fortune:** follow the routes between subnets, hack data out of DataHouses and sell it

  to Syndicates. **Net worth**, which counts your credits, vaults, computer, data, Room and

  buildings, is the main measure of success.

- **Earn your title:** gain experience by hacking, selling, haggling, exploring and fighting, and

  climb the ranks: Vagrant, Script Kiddie, Zapper, Lurker, Phreaker, Packet Rat, System Cracker, PC Baron,

  Netrunner, Root Knight, Shadow Count, Cipher Lord, Duke, Grand Duke of Data, Archon of the Net,

  and finally Imperial Hacker. Selling data earns the most.

- **Explore the Cryptara Prime net:** chart subnets, systems and routes to find the most valuable

  data and the best places to sell it.

- **Build a hacked empire:** claim buildings or set up Shell Companies, staff them with scammers who earn credits,

  and fortify them with a Security Stack, security bots and honeypots.

- **Command your empire:** assign security bots to defend your buildings, carry honeypots to protect your computer, and defeat Colonial Counter Hack Team defences,

  Federal Security Forces raids and rival hackers.

The **Rankings** page shows who leads the net in net worth, experience and combat. Each hacker

receives **75 turns a day** (configurable), so the best hackers plan carefully and make every turn

count. Team play is not part of this game.

---

## Requirements

- WordPress 5.8 or later

- PHP 7.4 or later

- MySQL 5.7+ / 8.x or MariaDB 10.3+ (the standard WordPress database)

Works with both classic and block themes (tested with Twenty Twenty-Five).

---

## Installation

> Standing up a whole board rather than adding one game to an existing site?

> [Setting up WordPress for a BBS Experience](docs/setup-bbs-on-wordpress.md) covers it end to end.

1. **Install the plugin.** Copy the `imperial-hackers-online` folder into your site's

   `wp-content/plugins/` directory, or zip the folder and upload it under

   **Plugins → Add New → Upload Plugin**. Installing straight from a clone of this repository

   works too, but read [Installing from the repository](#installing-from-the-repository) first:

   a clone carries a `.git` directory that does not belong on a web server.

2. **Activate it.** In **Plugins**, activate **Imperial Hackers Online**. Activation creates the

   game's database tables (`wp_ib_*`) and schedules the hourly and daily maintenance jobs.

3. **Found the network.** Go to **Imperial Hackers Online → Network Founding**. Review the

   options (the defaults of 500 subnets, 40% systems and 12% buildings suit 75 turns a day), tick the

   warning box, type `FOUND`, and click **Found the network**. Then click **Validate network**; every

   line should report OK.

   > Founding a network erases any existing network **and all hacker data**. Only do this to start

   > a new game.

4. **Create the game pages.** Go to **Imperial Hackers Online → Dashboard** and click

   **Create pages & menu**. This creates the game pages below, each containing its shortcode,

   and a site menu holding a single **Imperial Hackers Online** link to the home page. Players move

   between game pages with the in-game navigation bar, so the menu never lists the other pages.

   **Assign menu to theme location** decides where that link appears: *Don't assign* (the default),

   one of your theme's menu locations, or, on block themes such as Twenty Twenty-Five, *Theme header*,

   which creates a matching block navigation menu.

5. **Let players in.** The home page is public: visitors who are not signed in see an introduction,

   the full How to play guide (the goal, objectives and rules) and the current standings, with

   buttons to sign in or create an account. The **How to Play** page is public too, and its

   shortcode `

Imperial Hackers Online

How to play Imperial Hackers Online

Everything below explains the game. You need an account on this site to play, and your hacker name is all other players ever see.

Sign in Home & standings

How to play

Please note: Imperial Hackers Online is a fictional computer game built around the themes of trading and hacking. No real hacking takes place: every system, network, tool and piece of data in it is made up, and nothing in the game touches any real computer or account.

  • The goal. The Imperium Hackers Group has opened its frontier to novice hackers on the colony planet Cryptara Prime. Its systems are networked through hubs and routes, and every system holds a wealth of information. You start as a Vagrant with one meagre computer, 30 datacrons of storage and a few thousand credits. Your aim is to rise through the ranks to Imperial Hacker and become the most powerful hacker on the planet. Your objectives:
    • Build a fortune: follow the routes between subnets, hack data out of DataHouses and sell it to Syndicates. Net worth, which counts your credits, vaults, computer, data, Room and buildings, is the main measure of success.
    • Earn your title: gain experience by hacking, selling, haggling, exploring and fighting, and climb from Vagrant through Zapper, PC Baron and Duke to Imperial Hacker. Selling data earns the most.
    • Explore the Cryptara Prime net: chart subnets, systems and routes to find the most valuable data and the best places to sell it.
    • Build a hacked empire: claim buildings or set up Shell Companies, staff them with scammers who earn credits, and fortify them with a Security Stack, security bots and honeypots.
    • Command your empire: assign security bots to defend your buildings, carry honeypots to protect your computer, and defeat Colonial Counter Hack Team defences and rival hackers.
    The Rankings show who leads the net in net worth, experience and combat. You have 75 turns a day, so plan carefully: the best hackers make every turn count.
  • Turns. You get 75 turns per day. They reset at midnight (site time) and unused turns do not carry over. Only three things cost turns:
    • Routing to another subnet: 1 turn per hop, whether you route yourself or use Auto-Route.
    • Connecting to a system: 1 turn, charged once when you connect. Once connected you can spend, sell and haggle as much as you like at no further cost, and disconnecting is free. You stay connected until you route away or enter a building, and connecting again later costs another turn.
    • Attacking a rival computer, building or defence group: 1 turn per attack.
    Everything else is free: entering buildings, Assign and Remove, building Security Stack levels, Shell Companies, the Scanner and Map, messages and rankings. The bar at the top of every page shows the turns you have left.
  • Data classes. Data is what you trade, and it takes up storage, counted in datacrons: a 30-datacron computer carries 30 units. From lowest to highest value: Class 1, Private Data; Class 2, Consortium Secrets; Class 3, Imperial Data. Crypto Vaults are the rare find, worth several times Imperial Data, with small stocks; they are scarce near Aurelia and more common out on the frontier.
  • Systems: DataHouses and Syndicates. Each system shows three letters for Data Classes 1, 2 and 3 in that order. S means the class is there to be had and B means the system buys it. A DataHouse does not trade at all: its S classes are Available, data waiting to be stolen, and it never buys, so the classes it does not have show as a dash (SS-). Connect and Hack, then Take it for a fixed cost effort in credits, with no haggling. A Syndicate is the real market: Connect and Sell what you took, or buy from it, and haggle. A system that mostly sells is a DataHouse; one that mostly buys is a Syndicate. A +R after the letters means it also deals in Crypto Vaults. So Salted Hash Exchange BSB +R buys Private Data and Imperial Data, sells Consortium Secrets, and trades Crypto Vaults. Well-stocked DataHouses sell cheap; a Syndicate short of a class pays the most. When your storage is full, disconnect and route to a Syndicate that buys what you carry. Systems restock every hour.
  • Exploits and heat. Every DataHouse connection starts with the exploit you found to get in, for example Credential Reuse Demonstrator or Pivoting Gateway. Don't wear out your welcome: connect to the same DataHouse more than 2 times in 24 hours and each extra visit adds 15% to your chance of being caught and kicked off with nothing, even in the Imperial Core. Spread your hacking around.
  • Hacking tools. Each time you connect to a DataHouse, you get a tool at random, and it decides how much you can take on that connection: the System Scanner, the one you will see most, fills up to half your storage; the MD Exploit Tool three quarters; and the rare RE Shell all of it, with bonus experience. Disconnect and connect again (another turn) for a new roll.
  • Haggling. Only Syndicates haggle. Enter your own price per datacron when trading with one. Offer a little better than the listed price and the sysop may accept, which earns extra experience. Push too hard and they will stop haggling with you for an hour. A DataHouse's cost effort is fixed at 65% below the market price, though it moves a little with how much data it has.
  • Aurelia and the shops. Aurelia (subnet 001) is where you start. The Imperial Store there sells storage, security bots, honeypots and network charts, and recruits scammers (so does Aurelia Prime, the Crown building in the same subnet, if you enter it). The Imperial Network Building also sells computer system types and Shell Companies; it is always listed, with a Route & Connect button, under the shops on the Systems page. Whenever you route into a subnet with buildings in it, you are told what they are and who owns them.
  • Your Room. Every hacker has a Room at Aurelia Prime. Scammers, security bots, honeypots and Shell Companies you buy or recruit wait there until you drop them in a building: they take up no storage, but they cost credits, they count toward your net worth at what you paid, and losing them takes that value off your net worth. You have no transport for people or hardware, so inside a building you own, Assign sends them from your Room to the building (use your imagination for how they get there), and Remove sends them back to your Room. Your computer runs up to its type's limit of security bots and honeypots from your Room to defend itself.
  • Exploring. Your computer scans every neighbouring subnet as you arrive, showing its system, buildings and any hostile defences before you route there. The first time you visit a subnet beyond the Imperial Core you earn experience and may find an unsecured data dump, a forgotten crypto wallet, abandoned security bots or an old network map. The net takes as well as gives: an intrusion detection system can wipe data from storage, an Imperial auditor can take the Imperium's cut, and a juicy-looking server can turn out to be a Colonial Counter Hack Team honeypot. Network charts from the shops put more of the net on your map.
  • Running data. You do not need to leave the Systems page between trades. Under the trading table, Where to sell this data lists the charted systems that buy what is in storage, best payout first, with the turns each trip costs; Route & Connect (Route & Hack In for a DataHouse) routes you there and connects on arrival, ready to sell, and so does clicking the subnet number beside any system, anywhere it is listed. With empty storage it suggests what to hack next.
  • The Scanner. You scan networks to find systems, and the Scanner is where you plan a longer run.
    • Route to a subnet: enter any subnet number to see the shortest route, how many turns it takes, and the systems along the way. You can also click any subnet on the Map.
    • Auto-Route: follows the route one hop at a time, collecting discoveries as it goes. It stops if you run out of turns or come under attack.
    • System finder: choose where to hack or where to sell, and a data class, to list the nearest charted systems that deal in it, with stock, price and distance.
    • Known systems: every system in charted space with its current prices and distance.
    • Deployed security bots: where your forces stand guard across the net.
    Finding a data route: find a DataHouse with a class available at a low cost effort, then a Syndicate near it that buys that class at a high price. Two Syndicates a single hop apart that buy and sell opposite classes (for example SBB and BSB) let you trade in both directions. Two ways to build wealth: trading stolen data between Syndicates pays if you buy low from one and sell high to another, but taking the data straight from a DataHouse makes even more, because you pay only the cost effort and sell it all to a Syndicate at full price.
  • Buildings. Claim an empty building or set up a new one with a Shell Company. Assign scammers to it and every hour they earn credits, paid into the building's vault, turn up datacrons of the three data classes from their exploits, stored in the building until you Download them into storage to sell, recruit security bots, and set up honeypots (one a day per 1,000 scammers, in every building type). Output is quoted per 1,000 scammers a day and rises with every Security Stack level you build, and a crew grows 2% a day by itself up to the building's capacity. Scammers need snacks and beer: every 1,000 of them need 1 vending machine (500 credits at the Imperial Store or the Network Building), restocked every day for 100 credits a machine (10% more per Security Stack level) from the building's supply fund. A crew only grows as far as its machines can feed. A building short of stocked machines stops growing, and after 3 days 5% of its hungry scammers walk out each day. Top up the fund from the building's page or the Fund box on the Buildings list; you are warned when it covers fewer than 3 days. Your scammers build up a Security Stack (levels 1 to 6): level 1 adds a Firewall & Vault you can deposit your own credits in, and later levels strengthen the defences and add a hack-back system that strikes intruders. The Buildings page lists every building you own with a one-click Route & Enter, and a Risk reading of each route, from Quiet to Severe.
  • Colonial Counter Hack Team detection. The Colonial Counter Hack Team is private security, hired to guard the systems; the Federal Security Forces are the law, and they come to seize your computer. The Colonial Counter Hack Team runs defensive tools across the net. Outside the Imperial Core, any connection or route hop can be spotted by one (an Intrusion Detection Sentinel, a Packet Sniffer, a Canary Token and the like): you are kicked off at once, the turn is lost, nothing is gained, you pay a fine of a few percent of the credits you carry, and they burn one of your honeypots (never your last). Better luck next time.
  • Defending yourself. Security bots are for buildings: you assign them to a building you own, and you can send them to attack. In a subnet your computer's only defence is its honeypots, up to its type's limit, so carry plenty.
  • Holding subnets. You hold a subnet with honeypots, not security bots. Deploy them from the Scanner page outside the Imperial Core: a defensive field claims the subnet, so no rival can deploy there until they attack and clear it; an offensive field also springs on every rival computer that routes in, burning through its honeypots and taking it down if they run out. You can take your honeypots back whenever you are in the subnet.
  • Federal Security Forces raids. You are the raider now, so the law comes looking for you. Outside the Imperial Core, any route hop or connection can draw a raid, more often the further you go from Aurelia. Honeypots decide whether they find you: each is a decoy sending the raid after a fake computer, so the more you carry against the raid's strength, the better your chance to slip away untouched (escaping uses some up). If they find you, the raid has to burn through your remaining honeypots; if it gets past them, your computer is seized.
  • Hacker against hacker. Outside the Imperial Core you can attack a rival's computer in the same subnet, or a rival's building. Take down a computer and you loot 25% of the credits they carry and of the data in their storage (as much as your storage holds); their vaults are out of reach. Break a building's security bots and you can claim it, with its vault, scammers, data and Security Stack, plus a capture bonus of 25 experience and 25 more for each Security Stack level. A building another hacker owns can't be taken in one sitting, though: the first attack starts a siege, and it can only be claimed 28 hours later and never on the same day, so the owner has time to see the warning and reinforce it.
  • Crews. Form a hacker crew, or join one with its password, on the Crew page. Crewmates share buildings (any of them can enter and add scammers, security bots, honeypots, data or credits; only the owner can take anything out) and honeypot fields, cannot attack each other, are not trapped by each other's honeypots or hack-back systems, talk on a private crew channel, and climb the crew rankings together, counted by combined net worth and pwns (rival computers taken down). Crews open once 12 hackers are active on the net, and no crew may hold more than a third of the active hackers (and never more than 6), so there is always a rival crew.
  • Danger. The Imperial Core (subnets 001-010) is safe. Beyond it, the Colonial Counter Hack Team, raids and rival hackers will attack you. If your computer is destroyed or seized you return to Aurelia on a fresh Scrapdeck 386 and cannot hack until tomorrow. You lose the computer, the data in storage and everything in your Room; your credits, rank, buildings and vaults are safe.

Defence guide

Honeypots for your computer. In a subnet your honeypots are all that protects your computer. Raids grow stronger the further you are from Aurelia. The table shows the honeypots that outlast the strongest raid at each distance if it finds you, and what to carry to cover several encounters on one trip. When you plan a route on the Computer page, it works this out for that route, counting the raids, the Colonial Counter Hack Team and the hack-back systems along it, and shows it next to the Risk reading.

Hops from AureliaStrongest raidSurvive one raidCarry
230 agents 3660
545 agents 5380
1070 agents 82130
1595 agents 111170
20120 agents 139210
30170 agents 197300

Colonial Counter Hack Team groups in offensive mode attack as you route in: you need more honeypots than the group's size, a little more for the stronger divisions (Cobalt Wardens hit 1.2 times their number). A hack-back system hits for 100 at Security Stack level 3, rising by 100 a level to 400 at level 6. A rival hacker's attack is their security bots times their computer's attack rating, so a full Quantum Throne can hit for 30,000: deep in rival territory, no computer carries enough, so keep moving.

Security bots for your buildings. An attacker's strength is the security bots they commit times their computer's attack rating. Each honeypot in the building soaks up one point of it, and each security bot counts for more with every Security Stack level. The table shows the security bots a building needs, with no honeypots, to hold off an attack at the attacker's luckiest. Every honeypot you add takes about one security bot off the figure. Your building's page shows how big an attack it holds off right now.

Security Stack1,000 (a modest attack)2,500 (a full Scrapdeck 386)14,000 (a full Blackice Sentinel)30,000 (a full Quantum Throne)
None 1,3533,38318,94240,589
Level 1 Firewall & Vault 1,0832,70615,15332,471
Level 2 Ops Room 9022,25512,62827,059
Level 3 Hack-Back System 7741,93310,82423,194
Level 4 Bunker Servers 6771,6929,47120,295
Level 5 Black ICE Dome 6021,5048,41918,040
Level 6 Sovereign Citadel 5421,3537,57716,236

Ratings. The My Computer page rates your computer's defence from Exposed through Light, Solid and Hardened to Fortified (how far from Aurelia its honeypots outlast the strongest raid: Light up to 5 hops, Solid up to 15, Hardened up to 30), and its offence from Weak through Moderate, Strong and Heavy to Overwhelming (attack strength up to 500, 2,500, 14,000 and 30,000). The route planner shows the defence a route calls for. In a subnet, each rival computer shows how your attack matches up against its honeypots: Outmatched, Even, Favoured or Overwhelming. Buildings are rated Exposed to Fortified by the attacks in the table above that they hold off. Hover over a rating to see the number behind it.

A building with no security bots can be claimed without a fight once a siege has run its course, so never leave one empty. Your scammers recruit security bots and set up honeypots every day, and a siege gives you 28 hours to bring more.

` can be dropped into any post or page of your own, as can Imperial Hacker

   News's `

Imperial Hackers Online

Imperial Hacker News

Dispatches from across the net: hackers logging on and using their last turn of the day, buildings claimed, raised and fortified, big scores hacked and sold, computers bought and lost, raids fought off, the Colonial Counter Hack Team broken, titles won, DataHouses hacked and hackers caught, and what befalls hackers out on the frontier. Showing the last 60 dispatches; 14 days of news are kept.

Today on the net

2 DataHouse hacks reported.

TimeDispatchKind
Today
2:59 pm maddog found an exploit, Assessment Workbench, and was able to hack into Root Shell Cache. Using the System Scanner, they could take up to 40 datacrons. Hack
2:59 pm maddog found an exploit, Credential Reuse Demonstrator, and was able to hack into Port 31337 Data Vault Node 2. Using the MD Exploit Tool, they could take up to 60 datacrons. Hack
Saturday 31 October
8:37 pm maddog completed Security Stack level 4 (Bunker Servers) at HAL COMPUTER BAIT in subnet 066. Security Stack
Thursday 29 October
10:04 pm maddog found an exploit, Host Discovery Tool, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons. Hack
10:02 pm maddog, in subnet 385: found a forgotten crypto wallet worth 230 credits. Frontier
Wednesday 28 October
4:00 pm maddog completed Security Stack level 4 (Bunker Servers) at Scambait in subnet 743. Security Stack
4:00 pm maddog completed Security Stack level 3 (Hack-Back System) at Scambait in subnet 743. Security Stack
3:57 pm maddog completed Security Stack level 3 (Hack-Back System) at HAL COMPUTER BAIT in subnet 066. Security Stack
3:57 pm maddog completed Security Stack level 2 (Ops Room) at HAL COMPUTER BAIT in subnet 066. Security Stack
3:57 pm maddog completed Security Stack level 1 (Firewall & Vault) at HAL COMPUTER BAIT in subnet 066. Security Stack
3:52 pm maddog set up a Shell Company, a new Tenement Block called HAL COMPUTER BAIT, in subnet 066. Shell Company
12:56 pm maddog, in subnet 720: took over 26 abandoned security bots. Frontier
Monday 26 October
10:25 pm maddog found an exploit, Network Pivot Controller, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons. Hack
4:02 pm maddog completed Security Stack level 4 (Bunker Servers) at MadExploiters LLC in subnet 342. Security Stack
4:02 pm maddog completed Security Stack level 3 (Hack-Back System) at MadExploiters LLC in subnet 342. Security Stack
3:56 pm maddog completed Security Stack level 3 (Hack-Back System) at Pwn R Us in subnet 562. Security Stack
3:56 pm maddog completed Security Stack level 2 (Ops Room) at Pwn R Us in subnet 562. Security Stack
3:56 pm maddog completed Security Stack level 1 (Firewall & Vault) at Pwn R Us in subnet 562. Security Stack
3:55 pm maddog set up a Shell Company, a new Rooftop Relay called Pwn R Us, in subnet 562. Shell Company
3:47 pm maddog completed Security Stack level 3 (Hack-Back System) at Midnight Annex Basement in subnet 563. Security Stack
Saturday 24 October
9:56 pm maddog has used the last turn of the day. Turns
9:54 pm maddog completed Security Stack level 5 (Black ICE Dome) at Hal call center in subnet 722. Security Stack
9:54 pm maddog completed Security Stack level 4 (Bunker Servers) at Hal call center in subnet 722. Security Stack
9:54 pm maddog completed Security Stack level 3 (Hack-Back System) at Hal call center in subnet 722. Security Stack
9:54 pm maddog completed Security Stack level 2 (Ops Room) at Hal call center in subnet 722. Security Stack
9:53 pm maddog completed Security Stack level 1 (Firewall & Vault) at Hal call center in subnet 722. Security Stack
9:49 pm maddog set up a Shell Company, a new Pawn Shop called Hal call center, in subnet 722. Shell Company
9:44 pm maddog completed Security Stack level 2 (Ops Room) at Scambait in subnet 743. Security Stack
9:44 pm maddog completed Security Stack level 1 (Firewall & Vault) at Scambait in subnet 743. Security Stack
9:43 pm maddog set up a Shell Company, a new Office Tower called Scambait, in subnet 743. Shell Company
9:37 pm maddog, in subnet 123: copied 10 datacrons of Imperial Data out of a pastebin dump belonging to Vesper Logistics. Frontier
9:37 pm maddog sold 40 datacrons of Crypto Vaults at Segfault Brokerage Node 2 for 17,160 credits. Trade
9:37 pm maddog found an exploit, Waiting Command Shell, and was able to hack into Dead Drop Server Farm. Using the System Scanner, they could take up to 40 datacrons. Hack
9:36 pm maddog broke a White Hat Institute defence group of 445 in subnet 303. Combat
9:36 pm maddog has risen to Netrunner. Promotion
Friday 23 October
1:25 pm maddog has used the last turn of the day. Turns
1:24 pm maddog was caught trying to break into Port 31337 Data Vault Node 2 and got kicked off empty-handed. Caught
1:24 pm maddog was caught trying to break into Port 31337 Data Vault Node 2 and got kicked off empty-handed. Caught
12:47 pm maddog sold 40 datacrons of Crypto Vaults at Credential Stuffing Brokerage for 15,160 credits. Trade
12:47 pm maddog found an exploit, Process Viewer, and was able to hack into Sneakernet Colo. Using the System Scanner, they could take up to 40 datacrons. Hack
12:47 pm maddog sold 40 datacrons of Crypto Vaults at Credential Stuffing Brokerage for 17,240 credits. Trade
12:46 pm maddog found an exploit, Network Pivot Manager, and was able to hack into Port 31337 Data Vault Node 2. Using the System Scanner, they could take up to 40 datacrons. Hack
12:46 pm maddog sold 40 datacrons of Crypto Vaults at Segfault Brokerage Node 2 for 17,240 credits. Trade
12:46 pm maddog found an exploit, Web-Based Remote Agent, and was able to hack into Dead Drop Server Farm. Using the System Scanner, they could take up to 40 datacrons. Hack
12:45 pm maddog, in subnet 287: paid 2,938 credits to an Imperial auditor. Frontier
12:44 pm maddog was caught trying to break into Rubber Ducky Mainframe and got kicked off empty-handed. Caught
12:42 pm maddog found an exploit, Remote Desktop Enumerator, and was able to hack into Tailgate Backup Silo. Using the System Scanner, they could take up to 40 datacrons. Hack
12:37 pm maddog found an exploit, Secure Call-Back Connector, and was able to hack into Rubber Ducky Mainframe. Using the System Scanner, they could take up to 40 datacrons. Hack
Thursday 22 October
3:45 pm maddog has used the last turn of the day. Turns
3:44 pm maddog sold 80 datacrons of Crypto Vaults at Legacy Mainframe Darknet Market for 34,480 credits. Trade
3:43 pm maddog bought 80 datacrons of Crypto Vaults at Patch Tuesday Collective for 21,120 credits. Trade
3:43 pm maddog found an exploit, Process Relocation Tool, and was able to hack into Fork Bomb Data Vault. Using the System Scanner, they could take up to 40 datacrons. Hack
3:41 pm maddog found an exploit, Process Relocation Tool, and was able to hack into Rubber Ducky Mainframe. Using the RE Shell, they could take up to 80 datacrons. Hack
3:32 pm maddog found an exploit, Call-Back Connector, and was able to hack into Tailgate Backup Silo. Using the System Scanner, they could take up to 40 datacrons. Hack
3:26 pm maddog found an exploit, Database Inspector, and was able to hack into Rubber Ducky Mainframe. Using the System Scanner, they could take up to 40 datacrons. Hack
3:17 pm maddog completed Security Stack level 4 (Bunker Servers) at Exploit Hellhole in subnet 185. Security Stack
Wednesday 21 October
4:00 pm maddog found an exploit, Exposure Recommendation Engine, and was able to hack into Dumpster Dive Repository. Using the RE Shell, they could take up to 80 datacrons. Hack
7:22 am maddog found an exploit, Credential Validation Scanner, and was able to hack into Dumpster Dive Repository. Using the System Scanner, they could take up to 40 datacrons. Hack
7:20 am maddog found an exploit, Secure Call-Back Connector, and was able to hack into Dumpster Dive Repository. Using the System Scanner, they could take up to 40 datacrons. Hack
7:17 am maddog completed Security Stack level 3 (Counter-hack Turret) at Exploit Hellhole in subnet 185. Security Stack

Sign in to play How to play

`. The other game pages

   stay private.

6. **Accounts.** Only logged-in WordPress users can play, and each account gets one hacker.

   Other players see only the hacker name, never the WordPress username. Either create user

   accounts yourself, or enable **Settings → General → Anyone can register** (with the new-user role

   left as *Subscriber*). If registration is open, protect the registration form from bots with an

   anti-bot plugin such as *Simple Cloudflare Turnstile*. Players sign in, open

   the **Imperial Hackers** page, and create a hacker.

7. **Set up cron** so the hourly and daily game jobs run on time. See

   [Scheduled maintenance (cron)](#scheduled-maintenance-cron) below.

8. **Optional: tune the game** under **Imperial Hackers Online → Settings**: turns per day, turn

   costs, starting credits and storage, prices, system regeneration, raid chance and more.

### Game pages

Pages are listed in the in-game navigation order. Titles carry an "Imperial Hackers - " prefix so the game's

pages stand out in the WordPress Pages list.

| Imperial Hackers - How to Play | `imperial-hackers-online-how-to-play` | `

Imperial Hackers Online

How to play Imperial Hackers Online

Everything below explains the game. You need an account on this site to play, and your hacker name is all other players ever see.

Sign in Home & standings

How to play

Please note: Imperial Hackers Online is a fictional computer game built around the themes of trading and hacking. No real hacking takes place: every system, network, tool and piece of data in it is made up, and nothing in the game touches any real computer or account.

  • The goal. The Imperium Hackers Group has opened its frontier to novice hackers on the colony planet Cryptara Prime. Its systems are networked through hubs and routes, and every system holds a wealth of information. You start as a Vagrant with one meagre computer, 30 datacrons of storage and a few thousand credits. Your aim is to rise through the ranks to Imperial Hacker and become the most powerful hacker on the planet. Your objectives:
    • Build a fortune: follow the routes between subnets, hack data out of DataHouses and sell it to Syndicates. Net worth, which counts your credits, vaults, computer, data, Room and buildings, is the main measure of success.
    • Earn your title: gain experience by hacking, selling, haggling, exploring and fighting, and climb from Vagrant through Zapper, PC Baron and Duke to Imperial Hacker. Selling data earns the most.
    • Explore the Cryptara Prime net: chart subnets, systems and routes to find the most valuable data and the best places to sell it.
    • Build a hacked empire: claim buildings or set up Shell Companies, staff them with scammers who earn credits, and fortify them with a Security Stack, security bots and honeypots.
    • Command your empire: assign security bots to defend your buildings, carry honeypots to protect your computer, and defeat Colonial Counter Hack Team defences and rival hackers.
    The Rankings show who leads the net in net worth, experience and combat. You have 75 turns a day, so plan carefully: the best hackers make every turn count.
  • Turns. You get 75 turns per day. They reset at midnight (site time) and unused turns do not carry over. Only three things cost turns:
    • Routing to another subnet: 1 turn per hop, whether you route yourself or use Auto-Route.
    • Connecting to a system: 1 turn, charged once when you connect. Once connected you can spend, sell and haggle as much as you like at no further cost, and disconnecting is free. You stay connected until you route away or enter a building, and connecting again later costs another turn.
    • Attacking a rival computer, building or defence group: 1 turn per attack.
    Everything else is free: entering buildings, Assign and Remove, building Security Stack levels, Shell Companies, the Scanner and Map, messages and rankings. The bar at the top of every page shows the turns you have left.
  • Data classes. Data is what you trade, and it takes up storage, counted in datacrons: a 30-datacron computer carries 30 units. From lowest to highest value: Class 1, Private Data; Class 2, Consortium Secrets; Class 3, Imperial Data. Crypto Vaults are the rare find, worth several times Imperial Data, with small stocks; they are scarce near Aurelia and more common out on the frontier.
  • Systems: DataHouses and Syndicates. Each system shows three letters for Data Classes 1, 2 and 3 in that order. S means the class is there to be had and B means the system buys it. A DataHouse does not trade at all: its S classes are Available, data waiting to be stolen, and it never buys, so the classes it does not have show as a dash (SS-). Connect and Hack, then Take it for a fixed cost effort in credits, with no haggling. A Syndicate is the real market: Connect and Sell what you took, or buy from it, and haggle. A system that mostly sells is a DataHouse; one that mostly buys is a Syndicate. A +R after the letters means it also deals in Crypto Vaults. So Salted Hash Exchange BSB +R buys Private Data and Imperial Data, sells Consortium Secrets, and trades Crypto Vaults. Well-stocked DataHouses sell cheap; a Syndicate short of a class pays the most. When your storage is full, disconnect and route to a Syndicate that buys what you carry. Systems restock every hour.
  • Exploits and heat. Every DataHouse connection starts with the exploit you found to get in, for example Credential Reuse Demonstrator or Pivoting Gateway. Don't wear out your welcome: connect to the same DataHouse more than 2 times in 24 hours and each extra visit adds 15% to your chance of being caught and kicked off with nothing, even in the Imperial Core. Spread your hacking around.
  • Hacking tools. Each time you connect to a DataHouse, you get a tool at random, and it decides how much you can take on that connection: the System Scanner, the one you will see most, fills up to half your storage; the MD Exploit Tool three quarters; and the rare RE Shell all of it, with bonus experience. Disconnect and connect again (another turn) for a new roll.
  • Haggling. Only Syndicates haggle. Enter your own price per datacron when trading with one. Offer a little better than the listed price and the sysop may accept, which earns extra experience. Push too hard and they will stop haggling with you for an hour. A DataHouse's cost effort is fixed at 65% below the market price, though it moves a little with how much data it has.
  • Aurelia and the shops. Aurelia (subnet 001) is where you start. The Imperial Store there sells storage, security bots, honeypots and network charts, and recruits scammers (so does Aurelia Prime, the Crown building in the same subnet, if you enter it). The Imperial Network Building also sells computer system types and Shell Companies; it is always listed, with a Route & Connect button, under the shops on the Systems page. Whenever you route into a subnet with buildings in it, you are told what they are and who owns them.
  • Your Room. Every hacker has a Room at Aurelia Prime. Scammers, security bots, honeypots and Shell Companies you buy or recruit wait there until you drop them in a building: they take up no storage, but they cost credits, they count toward your net worth at what you paid, and losing them takes that value off your net worth. You have no transport for people or hardware, so inside a building you own, Assign sends them from your Room to the building (use your imagination for how they get there), and Remove sends them back to your Room. Your computer runs up to its type's limit of security bots and honeypots from your Room to defend itself.
  • Exploring. Your computer scans every neighbouring subnet as you arrive, showing its system, buildings and any hostile defences before you route there. The first time you visit a subnet beyond the Imperial Core you earn experience and may find an unsecured data dump, a forgotten crypto wallet, abandoned security bots or an old network map. The net takes as well as gives: an intrusion detection system can wipe data from storage, an Imperial auditor can take the Imperium's cut, and a juicy-looking server can turn out to be a Colonial Counter Hack Team honeypot. Network charts from the shops put more of the net on your map.
  • Running data. You do not need to leave the Systems page between trades. Under the trading table, Where to sell this data lists the charted systems that buy what is in storage, best payout first, with the turns each trip costs; Route & Connect (Route & Hack In for a DataHouse) routes you there and connects on arrival, ready to sell, and so does clicking the subnet number beside any system, anywhere it is listed. With empty storage it suggests what to hack next.
  • The Scanner. You scan networks to find systems, and the Scanner is where you plan a longer run.
    • Route to a subnet: enter any subnet number to see the shortest route, how many turns it takes, and the systems along the way. You can also click any subnet on the Map.
    • Auto-Route: follows the route one hop at a time, collecting discoveries as it goes. It stops if you run out of turns or come under attack.
    • System finder: choose where to hack or where to sell, and a data class, to list the nearest charted systems that deal in it, with stock, price and distance.
    • Known systems: every system in charted space with its current prices and distance.
    • Deployed security bots: where your forces stand guard across the net.
    Finding a data route: find a DataHouse with a class available at a low cost effort, then a Syndicate near it that buys that class at a high price. Two Syndicates a single hop apart that buy and sell opposite classes (for example SBB and BSB) let you trade in both directions. Two ways to build wealth: trading stolen data between Syndicates pays if you buy low from one and sell high to another, but taking the data straight from a DataHouse makes even more, because you pay only the cost effort and sell it all to a Syndicate at full price.
  • Buildings. Claim an empty building or set up a new one with a Shell Company. Assign scammers to it and every hour they earn credits, paid into the building's vault, turn up datacrons of the three data classes from their exploits, stored in the building until you Download them into storage to sell, recruit security bots, and set up honeypots (one a day per 1,000 scammers, in every building type). Output is quoted per 1,000 scammers a day and rises with every Security Stack level you build, and a crew grows 2% a day by itself up to the building's capacity. Scammers need snacks and beer: every 1,000 of them need 1 vending machine (500 credits at the Imperial Store or the Network Building), restocked every day for 100 credits a machine (10% more per Security Stack level) from the building's supply fund. A crew only grows as far as its machines can feed. A building short of stocked machines stops growing, and after 3 days 5% of its hungry scammers walk out each day. Top up the fund from the building's page or the Fund box on the Buildings list; you are warned when it covers fewer than 3 days. Your scammers build up a Security Stack (levels 1 to 6): level 1 adds a Firewall & Vault you can deposit your own credits in, and later levels strengthen the defences and add a hack-back system that strikes intruders. The Buildings page lists every building you own with a one-click Route & Enter, and a Risk reading of each route, from Quiet to Severe.
  • Colonial Counter Hack Team detection. The Colonial Counter Hack Team is private security, hired to guard the systems; the Federal Security Forces are the law, and they come to seize your computer. The Colonial Counter Hack Team runs defensive tools across the net. Outside the Imperial Core, any connection or route hop can be spotted by one (an Intrusion Detection Sentinel, a Packet Sniffer, a Canary Token and the like): you are kicked off at once, the turn is lost, nothing is gained, you pay a fine of a few percent of the credits you carry, and they burn one of your honeypots (never your last). Better luck next time.
  • Defending yourself. Security bots are for buildings: you assign them to a building you own, and you can send them to attack. In a subnet your computer's only defence is its honeypots, up to its type's limit, so carry plenty.
  • Holding subnets. You hold a subnet with honeypots, not security bots. Deploy them from the Scanner page outside the Imperial Core: a defensive field claims the subnet, so no rival can deploy there until they attack and clear it; an offensive field also springs on every rival computer that routes in, burning through its honeypots and taking it down if they run out. You can take your honeypots back whenever you are in the subnet.
  • Federal Security Forces raids. You are the raider now, so the law comes looking for you. Outside the Imperial Core, any route hop or connection can draw a raid, more often the further you go from Aurelia. Honeypots decide whether they find you: each is a decoy sending the raid after a fake computer, so the more you carry against the raid's strength, the better your chance to slip away untouched (escaping uses some up). If they find you, the raid has to burn through your remaining honeypots; if it gets past them, your computer is seized.
  • Hacker against hacker. Outside the Imperial Core you can attack a rival's computer in the same subnet, or a rival's building. Take down a computer and you loot 25% of the credits they carry and of the data in their storage (as much as your storage holds); their vaults are out of reach. Break a building's security bots and you can claim it, with its vault, scammers, data and Security Stack, plus a capture bonus of 25 experience and 25 more for each Security Stack level. A building another hacker owns can't be taken in one sitting, though: the first attack starts a siege, and it can only be claimed 28 hours later and never on the same day, so the owner has time to see the warning and reinforce it.
  • Crews. Form a hacker crew, or join one with its password, on the Crew page. Crewmates share buildings (any of them can enter and add scammers, security bots, honeypots, data or credits; only the owner can take anything out) and honeypot fields, cannot attack each other, are not trapped by each other's honeypots or hack-back systems, talk on a private crew channel, and climb the crew rankings together, counted by combined net worth and pwns (rival computers taken down). Crews open once 12 hackers are active on the net, and no crew may hold more than a third of the active hackers (and never more than 6), so there is always a rival crew.
  • Danger. The Imperial Core (subnets 001-010) is safe. Beyond it, the Colonial Counter Hack Team, raids and rival hackers will attack you. If your computer is destroyed or seized you return to Aurelia on a fresh Scrapdeck 386 and cannot hack until tomorrow. You lose the computer, the data in storage and everything in your Room; your credits, rank, buildings and vaults are safe.

Defence guide

Honeypots for your computer. In a subnet your honeypots are all that protects your computer. Raids grow stronger the further you are from Aurelia. The table shows the honeypots that outlast the strongest raid at each distance if it finds you, and what to carry to cover several encounters on one trip. When you plan a route on the Computer page, it works this out for that route, counting the raids, the Colonial Counter Hack Team and the hack-back systems along it, and shows it next to the Risk reading.

Hops from AureliaStrongest raidSurvive one raidCarry
230 agents 3660
545 agents 5380
1070 agents 82130
1595 agents 111170
20120 agents 139210
30170 agents 197300

Colonial Counter Hack Team groups in offensive mode attack as you route in: you need more honeypots than the group's size, a little more for the stronger divisions (Cobalt Wardens hit 1.2 times their number). A hack-back system hits for 100 at Security Stack level 3, rising by 100 a level to 400 at level 6. A rival hacker's attack is their security bots times their computer's attack rating, so a full Quantum Throne can hit for 30,000: deep in rival territory, no computer carries enough, so keep moving.

Security bots for your buildings. An attacker's strength is the security bots they commit times their computer's attack rating. Each honeypot in the building soaks up one point of it, and each security bot counts for more with every Security Stack level. The table shows the security bots a building needs, with no honeypots, to hold off an attack at the attacker's luckiest. Every honeypot you add takes about one security bot off the figure. Your building's page shows how big an attack it holds off right now.

Security Stack1,000 (a modest attack)2,500 (a full Scrapdeck 386)14,000 (a full Blackice Sentinel)30,000 (a full Quantum Throne)
None 1,3533,38318,94240,589
Level 1 Firewall & Vault 1,0832,70615,15332,471
Level 2 Ops Room 9022,25512,62827,059
Level 3 Hack-Back System 7741,93310,82423,194
Level 4 Bunker Servers 6771,6929,47120,295
Level 5 Black ICE Dome 6021,5048,41918,040
Level 6 Sovereign Citadel 5421,3537,57716,236

Ratings. The My Computer page rates your computer's defence from Exposed through Light, Solid and Hardened to Fortified (how far from Aurelia its honeypots outlast the strongest raid: Light up to 5 hops, Solid up to 15, Hardened up to 30), and its offence from Weak through Moderate, Strong and Heavy to Overwhelming (attack strength up to 500, 2,500, 14,000 and 30,000). The route planner shows the defence a route calls for. In a subnet, each rival computer shows how your attack matches up against its honeypots: Outmatched, Even, Favoured or Overwhelming. Buildings are rated Exposed to Fortified by the attacks in the table above that they hold off. Hover over a rating to see the number behind it.

A building with no security bots can be claimed without a fight once a siege has run its course, so never leave one empty. Your scammers recruit security bots and set up honeypots every day, and a siege gives you 28 hours to bring more.

` |

| Imperial Hackers - FAQ | `imperial-hackers-online-faq` | `

Imperial Hackers Online

Frequently asked questions

Click a question to open its answer. The full rules are in How to Play.

What is the sequence of play?

A typical turn of play runs through three pages, in this order:

  1. Scanner: where you are and what is nearby. It shows your subnet, its routes and a scan of the subnets next door, and the systems near you: DataHouses to hack data from and Syndicates to trade it with. Plan a route here, with its Risk and the honeypots it calls for.
  2. Systems: the system you are connected to. Hack data out of a DataHouse or buy and sell at a Syndicate, then see where to sell what you carry, or what to hack next, with Route & Connect or Route & Hack In to get there in one click.
  3. Buildings: once your runs have paid for one, your buildings turn scammers into wealth while you are away. Assign scammers, security bots and honeypots, build the Security Stack and watch each building's Defence rating and earnings.

My Computer is your computer's status page. It shows your storage, the security bots it can command and the honeypots on board, its Defence and Offence ratings, your hacker record (rank, experience, pwns, net worth, turns left), the data in storage (with a Wipe button), what waits in your Room at Aurelia Prime, and Your vaults, where you can draw on any building's vault from anywhere. You can rename your computer there too.

How do I defend my building?

Security bots are what keep a building yours. A rival has to burn through the building's honeypots and then defeat every one of its security bots before they can claim it, so:

  • Assign security bots from your Room on the building's page (Assign and Remove). A building with none can be put under siege and claimed without a fight.
  • Add honeypots too. They soak up an attack first, one point of strength each, so the attacker wastes security bots on decoys.
  • Build the Security Stack. Each level makes every security bot count 25% more, and from level 3 a hack-back system hits rival computers that route into the subnet.
  • Watch the Defence rating on the Buildings page. Aim for Solid (holds off a full Scrapdeck 386) early and Hardened once rivals run bigger computers.
  • Answer a siege. A rival cannot claim your building until 28 hours after their first attack, and never the same day. "Building under attack" in your Messages is your cue to route back and reinforce.

Your scammers recruit security bots and set up honeypots in the building every day, and crewmates can add theirs.

How do I attack?

Attacks happen outside the Imperial Core (subnets 001-010), from the Scanner page while you are in the same subnet as your target. Each attack costs 1 turn and commits security bots from your Room, up to what your computer can direct.

  • A rival's computer: you fight only its honeypots. Break through them all and the computer goes down: you score a pwn and loot 25% of the credits they carry and the data in their storage.
  • A rival's building: its honeypots first, then its security bots. When they are gone, the first attack has started a siege; claim it once the siege runs out for a capture bonus of experience.
  • A honeypot field holding a subnet: burn it down to free the subnet.
  • A Colonial Counter Hack Team group: the Imperium pays a bounty for each security bot you knock out (attacking the White Hat Institute or the Bug Bounty League hurts your alignment instead). You find these groups with the Scanner: its network scan flags subnets next door that hold hostile defences, and once you are in their subnet, its Subnet defences panel lists each group with an Attack button. Offensive groups strike as you route in, so carry enough honeypots.

Before you attack a rival computer, check Your attack beside it: Outmatched, Even, Favoured or Overwhelming. The Systems and My Computer pages also flag anything you can attack in your subnet, and hostile defences next door, with a link to the Scanner.

How do I build up my defence when I go out on the routes?

Out in the subnets, honeypots are your computer's only defence: raids, the Colonial Counter Hack Team, hack-back systems and rival hackers all have to burn through them before they reach your computer.

  • Plan the route first. The route planner on the Scanner shows the Risk, the honeypots recommended for that route and how many you carry.
  • Top up before you leave. Honeypots cost 40 credits at the Imperial Store (subnet 001) or the Imperial Network Building.
  • Mind your computer's limit. Each type carries only so many; the Blackice Sentinel carries the most. Your Defence rating on My Computer tells you how far out you are safe.
  • Restock as you go. Slipping away from a raid burns some honeypots, and being caught by a defensive tool burns one.
How do I go on the offence?
  • Build an attack force. Buy security bots (50 credits each) at the Imperial Store or the Network Building; your scammers also recruit them in your buildings.
  • Get a computer that hits harder. Your attack strength is the security bots your computer directs times its attack rating. The Blackice Sentinel (1.4), Spectre Mainframe (1.3) and Quantum Throne (1.5) are the fighters; see your Offence rating on My Computer.
  • Scout, then strike. The Scanner shows rival computers, buildings and defences in your subnet and a reading of the subnets next door. Pick fights you are Favoured in.
  • Trap the routes. Deploy an offensive honeypot field in a subnet rivals pass through; it springs on every rival computer that routes in.
  • Hunt as a crew. Crewmates cannot hit each other, and every pwn counts for the crew's ranking.
What part do security bots play, and where?

Security bots wait in your Room at Aurelia Prime and do two jobs:

  • Attacking: your computer directs them, up to its limit, against rival computers, buildings, honeypot fields and Colonial Counter Hack Team groups.
  • Defending buildings: assigned to a building, they are what stops it being taken.

They never guard your computer or a subnet: out on the routes your computer relies on honeypots alone, and subnets are held with honeypot fields.

How do security bots help me, and where?
  • In your buildings they protect your vault, scammers, data and Security Stack. Each Security Stack level makes them count 25% more, so a well-built building needs far fewer of them.
  • On the attack they earn you pwns, loot, captured buildings with their vaults, Colonial Counter Hack Team bounties and experience.
  • Where to get them: the Imperial Store and the Network Building sell them, and every building's scammers recruit more each day.

The Defence guide in How to Play lists the security bots a building needs at each Security Stack level.

How do honeypots help, and where should I assign them?

Honeypots are decoys: an attack spends itself on them before it reaches anything real. They work in three places.

  • Your computer (first priority): its only defence on the routes, and the more you carry, the better your chance of slipping away from a raid untouched. Keep it near the route's recommendation.
  • Your buildings: they soak up attacks before the security bots fight. They cannot hold a building on their own, so add them alongside security bots.
  • Subnets: deploy them from the Scanner outside the Imperial Core. A defensive field claims the subnet; an offensive field also springs on rival computers that route in.

Each building's scammers set up one honeypot a day per 1,000 of them, which you can assign or take back out.

How do I best use scammers?
  • Put them to work. Recruit them at the Imperial Store or inside Aurelia Prime (25 credits each) and assign them to a building. They earn nothing waiting in your Room, and they are lost with it if your computer goes down.
  • Fill the building. Every hour they pay credits into the vault, turn up data, recruit security bots and set up honeypots. A crew grows 2% a day by itself up to the building's capacity.
  • Feed them. Every 1,000 scammers need 1 stocked vending machine (500 credits at the Imperial Store or the Network Building, 100 a day to restock). Short of machines, a building stops growing, and after 3 days scammers start to walk out. Contribute to the building's supply fund so the restocking never comes up short.
  • Keep the data fence on to have their data sold into the vault (50% of base price) without spending turns or storage.
  • Build the Security Stack. Each level needs enough scammers in the building, and adds 10% to its output.
  • Pick the right building type. Each earns differently; the building's page shows its daily take per 1,000 scammers.
What is a good strategy for a new hacker?
  1. Learn the data run in the Imperial Core. Hack data from a DataHouse and sell it to a Syndicate; the Systems page shows where to sell and Route & Connect gets you there. Nothing can attack you in subnets 001-010.
  2. Rotate DataHouses. More than 2 connections to the same one in a day raises your chance of being caught.
  3. Spend early profits on storage. More datacrons, more profit per run.
  4. Load up on honeypots before your first trip outside the Core, and follow the route planner's recommendation.
  5. Save for a Shell Company (20,000 credits at the Imperial Network Building) or claim an unowned building, then fill it with scammers. Buildings earn while you are away.
  6. Guard it with security bots and honeypots, and build the Security Stack.
  7. Join a crew once crews open, to share buildings and rank together.
` |

If you create pages by hand, keep these slugs; the plugin finds pages by slug.

### Widgets: putting the news in a sidebar

Every shortcode above also works in a **widget**, a **post** or any page of your own, which makes

Imperial Hacker News a good advertisement for the game: visitors see a net in motion, and it needs no

account to read. Add a **Shortcode** block (or a page builder's Shortcode element) to a sidebar or

footer and paste:

```

Imperial Hacker News

  • 7 hours ago maddog found an exploit, Assessment Workbench, and was able to hack into Root Shell Cache. Using the System Scanner, they could take up to 40 datacrons.
  • 7 hours ago maddog found an exploit, Credential Reuse Demonstrator, and was able to hack into Port 31337 Data Vault Node 2. Using the MD Exploit Tool, they could take up to 60 datacrons.
  • 3 days ago maddog completed Security Stack level 4 (Bunker Servers) at HAL COMPUTER BAIT in subnet 066.
  • 5 days ago maddog found an exploit, Host Discovery Tool, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons.
  • 5 days ago maddog, in subnet 385: found a forgotten crypto wallet worth 230 credits.
  • 6 days ago maddog completed Security Stack level 4 (Bunker Servers) at Scambait in subnet 743.
  • 6 days ago maddog completed Security Stack level 3 (Hack-Back System) at Scambait in subnet 743.
  • 6 days ago maddog completed Security Stack level 3 (Hack-Back System) at HAL COMPUTER BAIT in subnet 066.
  • 6 days ago maddog completed Security Stack level 2 (Ops Room) at HAL COMPUTER BAIT in subnet 066.
  • 6 days ago maddog completed Security Stack level 1 (Firewall & Vault) at HAL COMPUTER BAIT in subnet 066.
  • 6 days ago maddog set up a Shell Company, a new Tenement Block called HAL COMPUTER BAIT, in subnet 066.
  • 6 days ago maddog, in subnet 720: took over 26 abandoned security bots.
  • 1 week ago maddog found an exploit, Network Pivot Controller, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons.
  • 1 week ago maddog completed Security Stack level 4 (Bunker Servers) at MadExploiters LLC in subnet 342.
  • 1 week ago maddog completed Security Stack level 3 (Hack-Back System) at MadExploiters LLC in subnet 342.
  • 1 week ago maddog completed Security Stack level 3 (Hack-Back System) at Pwn R Us in subnet 562.
  • 1 week ago maddog completed Security Stack level 2 (Ops Room) at Pwn R Us in subnet 562.
  • 1 week ago maddog completed Security Stack level 1 (Firewall & Vault) at Pwn R Us in subnet 562.
  • 1 week ago maddog set up a Shell Company, a new Rooftop Relay called Pwn R Us, in subnet 562.
  • 1 week ago maddog completed Security Stack level 3 (Hack-Back System) at Midnight Annex Basement in subnet 563.

All the news

```

`limit` sets how many dispatches to show (60 on a page, 20 when compact, 200 at most), and `compact`

renders a plain list sized for a narrow column, with no game title, status bar, navigation or footer.

The rankings work the same way for a sidebar, and are public in compact form:

```

Leading hackers

#HackerRankCrewComputerExperienceAlignmentPwnsNet worth
1 maddog Netrunner Blackice Sentinel 1,690 Neutral 0 9,795,729

Full rankings

```

`by` is `networth` (the default), `experience`, `kills` or `crews`; `limit` is 10 by default, 50 at

most. Compact shows a table (#, Hacker, Rank, Crew, Computer, Experience, Alignment, Kills, Net

worth; or the crew columns for `crews`), with a horizontal scroll in a narrow column. Without

`compact` the shortcode is the full, signed-in Rankings page.

`

Imperial Hackers Online

Frequently asked questions

Click a question to open its answer. The full rules are in How to Play.

What is the sequence of play?

A typical turn of play runs through three pages, in this order:

  1. Scanner: where you are and what is nearby. It shows your subnet, its routes and a scan of the subnets next door, and the systems near you: DataHouses to hack data from and Syndicates to trade it with. Plan a route here, with its Risk and the honeypots it calls for.
  2. Systems: the system you are connected to. Hack data out of a DataHouse or buy and sell at a Syndicate, then see where to sell what you carry, or what to hack next, with Route & Connect or Route & Hack In to get there in one click.
  3. Buildings: once your runs have paid for one, your buildings turn scammers into wealth while you are away. Assign scammers, security bots and honeypots, build the Security Stack and watch each building's Defence rating and earnings.

My Computer is your computer's status page. It shows your storage, the security bots it can command and the honeypots on board, its Defence and Offence ratings, your hacker record (rank, experience, pwns, net worth, turns left), the data in storage (with a Wipe button), what waits in your Room at Aurelia Prime, and Your vaults, where you can draw on any building's vault from anywhere. You can rename your computer there too.

How do I defend my building?

Security bots are what keep a building yours. A rival has to burn through the building's honeypots and then defeat every one of its security bots before they can claim it, so:

  • Assign security bots from your Room on the building's page (Assign and Remove). A building with none can be put under siege and claimed without a fight.
  • Add honeypots too. They soak up an attack first, one point of strength each, so the attacker wastes security bots on decoys.
  • Build the Security Stack. Each level makes every security bot count 25% more, and from level 3 a hack-back system hits rival computers that route into the subnet.
  • Watch the Defence rating on the Buildings page. Aim for Solid (holds off a full Scrapdeck 386) early and Hardened once rivals run bigger computers.
  • Answer a siege. A rival cannot claim your building until 28 hours after their first attack, and never the same day. "Building under attack" in your Messages is your cue to route back and reinforce.

Your scammers recruit security bots and set up honeypots in the building every day, and crewmates can add theirs.

How do I attack?

Attacks happen outside the Imperial Core (subnets 001-010), from the Scanner page while you are in the same subnet as your target. Each attack costs 1 turn and commits security bots from your Room, up to what your computer can direct.

  • A rival's computer: you fight only its honeypots. Break through them all and the computer goes down: you score a pwn and loot 25% of the credits they carry and the data in their storage.
  • A rival's building: its honeypots first, then its security bots. When they are gone, the first attack has started a siege; claim it once the siege runs out for a capture bonus of experience.
  • A honeypot field holding a subnet: burn it down to free the subnet.
  • A Colonial Counter Hack Team group: the Imperium pays a bounty for each security bot you knock out (attacking the White Hat Institute or the Bug Bounty League hurts your alignment instead). You find these groups with the Scanner: its network scan flags subnets next door that hold hostile defences, and once you are in their subnet, its Subnet defences panel lists each group with an Attack button. Offensive groups strike as you route in, so carry enough honeypots.

Before you attack a rival computer, check Your attack beside it: Outmatched, Even, Favoured or Overwhelming. The Systems and My Computer pages also flag anything you can attack in your subnet, and hostile defences next door, with a link to the Scanner.

How do I build up my defence when I go out on the routes?

Out in the subnets, honeypots are your computer's only defence: raids, the Colonial Counter Hack Team, hack-back systems and rival hackers all have to burn through them before they reach your computer.

  • Plan the route first. The route planner on the Scanner shows the Risk, the honeypots recommended for that route and how many you carry.
  • Top up before you leave. Honeypots cost 40 credits at the Imperial Store (subnet 001) or the Imperial Network Building.
  • Mind your computer's limit. Each type carries only so many; the Blackice Sentinel carries the most. Your Defence rating on My Computer tells you how far out you are safe.
  • Restock as you go. Slipping away from a raid burns some honeypots, and being caught by a defensive tool burns one.
How do I go on the offence?
  • Build an attack force. Buy security bots (50 credits each) at the Imperial Store or the Network Building; your scammers also recruit them in your buildings.
  • Get a computer that hits harder. Your attack strength is the security bots your computer directs times its attack rating. The Blackice Sentinel (1.4), Spectre Mainframe (1.3) and Quantum Throne (1.5) are the fighters; see your Offence rating on My Computer.
  • Scout, then strike. The Scanner shows rival computers, buildings and defences in your subnet and a reading of the subnets next door. Pick fights you are Favoured in.
  • Trap the routes. Deploy an offensive honeypot field in a subnet rivals pass through; it springs on every rival computer that routes in.
  • Hunt as a crew. Crewmates cannot hit each other, and every pwn counts for the crew's ranking.
What part do security bots play, and where?

Security bots wait in your Room at Aurelia Prime and do two jobs:

  • Attacking: your computer directs them, up to its limit, against rival computers, buildings, honeypot fields and Colonial Counter Hack Team groups.
  • Defending buildings: assigned to a building, they are what stops it being taken.

They never guard your computer or a subnet: out on the routes your computer relies on honeypots alone, and subnets are held with honeypot fields.

How do security bots help me, and where?
  • In your buildings they protect your vault, scammers, data and Security Stack. Each Security Stack level makes them count 25% more, so a well-built building needs far fewer of them.
  • On the attack they earn you pwns, loot, captured buildings with their vaults, Colonial Counter Hack Team bounties and experience.
  • Where to get them: the Imperial Store and the Network Building sell them, and every building's scammers recruit more each day.

The Defence guide in How to Play lists the security bots a building needs at each Security Stack level.

How do honeypots help, and where should I assign them?

Honeypots are decoys: an attack spends itself on them before it reaches anything real. They work in three places.

  • Your computer (first priority): its only defence on the routes, and the more you carry, the better your chance of slipping away from a raid untouched. Keep it near the route's recommendation.
  • Your buildings: they soak up attacks before the security bots fight. They cannot hold a building on their own, so add them alongside security bots.
  • Subnets: deploy them from the Scanner outside the Imperial Core. A defensive field claims the subnet; an offensive field also springs on rival computers that route in.

Each building's scammers set up one honeypot a day per 1,000 of them, which you can assign or take back out.

How do I best use scammers?
  • Put them to work. Recruit them at the Imperial Store or inside Aurelia Prime (25 credits each) and assign them to a building. They earn nothing waiting in your Room, and they are lost with it if your computer goes down.
  • Fill the building. Every hour they pay credits into the vault, turn up data, recruit security bots and set up honeypots. A crew grows 2% a day by itself up to the building's capacity.
  • Feed them. Every 1,000 scammers need 1 stocked vending machine (500 credits at the Imperial Store or the Network Building, 100 a day to restock). Short of machines, a building stops growing, and after 3 days scammers start to walk out. Contribute to the building's supply fund so the restocking never comes up short.
  • Keep the data fence on to have their data sold into the vault (50% of base price) without spending turns or storage.
  • Build the Security Stack. Each level needs enough scammers in the building, and adds 10% to its output.
  • Pick the right building type. Each earns differently; the building's page shows its daily take per 1,000 scammers.
What is a good strategy for a new hacker?
  1. Learn the data run in the Imperial Core. Hack data from a DataHouse and sell it to a Syndicate; the Systems page shows where to sell and Route & Connect gets you there. Nothing can attack you in subnets 001-010.
  2. Rotate DataHouses. More than 2 connections to the same one in a day raises your chance of being caught.
  3. Spend early profits on storage. More datacrons, more profit per run.
  4. Load up on honeypots before your first trip outside the Core, and follow the route planner's recommendation.
  5. Save for a Shell Company (20,000 credits at the Imperial Network Building) or claim an unowned building, then fill it with scammers. Buildings earn while you are away.
  6. Guard it with security bots and honeypots, and build the Security Stack.
  7. Join a crew once crews open, to share buildings and rank together.
` is a public FAQ page answering the questions hackers ask most (defending, attacking,

honeypots, security bots, scammers, a new hacker's strategy); add questions in

`includes/frontend/views/faq.php`. `

Imperial Hackers Online

How to play Imperial Hackers Online

Everything below explains the game. You need an account on this site to play, and your hacker name is all other players ever see.

Sign in Home & standings

How to play

Please note: Imperial Hackers Online is a fictional computer game built around the themes of trading and hacking. No real hacking takes place: every system, network, tool and piece of data in it is made up, and nothing in the game touches any real computer or account.

  • The goal. The Imperium Hackers Group has opened its frontier to novice hackers on the colony planet Cryptara Prime. Its systems are networked through hubs and routes, and every system holds a wealth of information. You start as a Vagrant with one meagre computer, 30 datacrons of storage and a few thousand credits. Your aim is to rise through the ranks to Imperial Hacker and become the most powerful hacker on the planet. Your objectives:
    • Build a fortune: follow the routes between subnets, hack data out of DataHouses and sell it to Syndicates. Net worth, which counts your credits, vaults, computer, data, Room and buildings, is the main measure of success.
    • Earn your title: gain experience by hacking, selling, haggling, exploring and fighting, and climb from Vagrant through Zapper, PC Baron and Duke to Imperial Hacker. Selling data earns the most.
    • Explore the Cryptara Prime net: chart subnets, systems and routes to find the most valuable data and the best places to sell it.
    • Build a hacked empire: claim buildings or set up Shell Companies, staff them with scammers who earn credits, and fortify them with a Security Stack, security bots and honeypots.
    • Command your empire: assign security bots to defend your buildings, carry honeypots to protect your computer, and defeat Colonial Counter Hack Team defences and rival hackers.
    The Rankings show who leads the net in net worth, experience and combat. You have 75 turns a day, so plan carefully: the best hackers make every turn count.
  • Turns. You get 75 turns per day. They reset at midnight (site time) and unused turns do not carry over. Only three things cost turns:
    • Routing to another subnet: 1 turn per hop, whether you route yourself or use Auto-Route.
    • Connecting to a system: 1 turn, charged once when you connect. Once connected you can spend, sell and haggle as much as you like at no further cost, and disconnecting is free. You stay connected until you route away or enter a building, and connecting again later costs another turn.
    • Attacking a rival computer, building or defence group: 1 turn per attack.
    Everything else is free: entering buildings, Assign and Remove, building Security Stack levels, Shell Companies, the Scanner and Map, messages and rankings. The bar at the top of every page shows the turns you have left.
  • Data classes. Data is what you trade, and it takes up storage, counted in datacrons: a 30-datacron computer carries 30 units. From lowest to highest value: Class 1, Private Data; Class 2, Consortium Secrets; Class 3, Imperial Data. Crypto Vaults are the rare find, worth several times Imperial Data, with small stocks; they are scarce near Aurelia and more common out on the frontier.
  • Systems: DataHouses and Syndicates. Each system shows three letters for Data Classes 1, 2 and 3 in that order. S means the class is there to be had and B means the system buys it. A DataHouse does not trade at all: its S classes are Available, data waiting to be stolen, and it never buys, so the classes it does not have show as a dash (SS-). Connect and Hack, then Take it for a fixed cost effort in credits, with no haggling. A Syndicate is the real market: Connect and Sell what you took, or buy from it, and haggle. A system that mostly sells is a DataHouse; one that mostly buys is a Syndicate. A +R after the letters means it also deals in Crypto Vaults. So Salted Hash Exchange BSB +R buys Private Data and Imperial Data, sells Consortium Secrets, and trades Crypto Vaults. Well-stocked DataHouses sell cheap; a Syndicate short of a class pays the most. When your storage is full, disconnect and route to a Syndicate that buys what you carry. Systems restock every hour.
  • Exploits and heat. Every DataHouse connection starts with the exploit you found to get in, for example Credential Reuse Demonstrator or Pivoting Gateway. Don't wear out your welcome: connect to the same DataHouse more than 2 times in 24 hours and each extra visit adds 15% to your chance of being caught and kicked off with nothing, even in the Imperial Core. Spread your hacking around.
  • Hacking tools. Each time you connect to a DataHouse, you get a tool at random, and it decides how much you can take on that connection: the System Scanner, the one you will see most, fills up to half your storage; the MD Exploit Tool three quarters; and the rare RE Shell all of it, with bonus experience. Disconnect and connect again (another turn) for a new roll.
  • Haggling. Only Syndicates haggle. Enter your own price per datacron when trading with one. Offer a little better than the listed price and the sysop may accept, which earns extra experience. Push too hard and they will stop haggling with you for an hour. A DataHouse's cost effort is fixed at 65% below the market price, though it moves a little with how much data it has.
  • Aurelia and the shops. Aurelia (subnet 001) is where you start. The Imperial Store there sells storage, security bots, honeypots and network charts, and recruits scammers (so does Aurelia Prime, the Crown building in the same subnet, if you enter it). The Imperial Network Building also sells computer system types and Shell Companies; it is always listed, with a Route & Connect button, under the shops on the Systems page. Whenever you route into a subnet with buildings in it, you are told what they are and who owns them.
  • Your Room. Every hacker has a Room at Aurelia Prime. Scammers, security bots, honeypots and Shell Companies you buy or recruit wait there until you drop them in a building: they take up no storage, but they cost credits, they count toward your net worth at what you paid, and losing them takes that value off your net worth. You have no transport for people or hardware, so inside a building you own, Assign sends them from your Room to the building (use your imagination for how they get there), and Remove sends them back to your Room. Your computer runs up to its type's limit of security bots and honeypots from your Room to defend itself.
  • Exploring. Your computer scans every neighbouring subnet as you arrive, showing its system, buildings and any hostile defences before you route there. The first time you visit a subnet beyond the Imperial Core you earn experience and may find an unsecured data dump, a forgotten crypto wallet, abandoned security bots or an old network map. The net takes as well as gives: an intrusion detection system can wipe data from storage, an Imperial auditor can take the Imperium's cut, and a juicy-looking server can turn out to be a Colonial Counter Hack Team honeypot. Network charts from the shops put more of the net on your map.
  • Running data. You do not need to leave the Systems page between trades. Under the trading table, Where to sell this data lists the charted systems that buy what is in storage, best payout first, with the turns each trip costs; Route & Connect (Route & Hack In for a DataHouse) routes you there and connects on arrival, ready to sell, and so does clicking the subnet number beside any system, anywhere it is listed. With empty storage it suggests what to hack next.
  • The Scanner. You scan networks to find systems, and the Scanner is where you plan a longer run.
    • Route to a subnet: enter any subnet number to see the shortest route, how many turns it takes, and the systems along the way. You can also click any subnet on the Map.
    • Auto-Route: follows the route one hop at a time, collecting discoveries as it goes. It stops if you run out of turns or come under attack.
    • System finder: choose where to hack or where to sell, and a data class, to list the nearest charted systems that deal in it, with stock, price and distance.
    • Known systems: every system in charted space with its current prices and distance.
    • Deployed security bots: where your forces stand guard across the net.
    Finding a data route: find a DataHouse with a class available at a low cost effort, then a Syndicate near it that buys that class at a high price. Two Syndicates a single hop apart that buy and sell opposite classes (for example SBB and BSB) let you trade in both directions. Two ways to build wealth: trading stolen data between Syndicates pays if you buy low from one and sell high to another, but taking the data straight from a DataHouse makes even more, because you pay only the cost effort and sell it all to a Syndicate at full price.
  • Buildings. Claim an empty building or set up a new one with a Shell Company. Assign scammers to it and every hour they earn credits, paid into the building's vault, turn up datacrons of the three data classes from their exploits, stored in the building until you Download them into storage to sell, recruit security bots, and set up honeypots (one a day per 1,000 scammers, in every building type). Output is quoted per 1,000 scammers a day and rises with every Security Stack level you build, and a crew grows 2% a day by itself up to the building's capacity. Scammers need snacks and beer: every 1,000 of them need 1 vending machine (500 credits at the Imperial Store or the Network Building), restocked every day for 100 credits a machine (10% more per Security Stack level) from the building's supply fund. A crew only grows as far as its machines can feed. A building short of stocked machines stops growing, and after 3 days 5% of its hungry scammers walk out each day. Top up the fund from the building's page or the Fund box on the Buildings list; you are warned when it covers fewer than 3 days. Your scammers build up a Security Stack (levels 1 to 6): level 1 adds a Firewall & Vault you can deposit your own credits in, and later levels strengthen the defences and add a hack-back system that strikes intruders. The Buildings page lists every building you own with a one-click Route & Enter, and a Risk reading of each route, from Quiet to Severe.
  • Colonial Counter Hack Team detection. The Colonial Counter Hack Team is private security, hired to guard the systems; the Federal Security Forces are the law, and they come to seize your computer. The Colonial Counter Hack Team runs defensive tools across the net. Outside the Imperial Core, any connection or route hop can be spotted by one (an Intrusion Detection Sentinel, a Packet Sniffer, a Canary Token and the like): you are kicked off at once, the turn is lost, nothing is gained, you pay a fine of a few percent of the credits you carry, and they burn one of your honeypots (never your last). Better luck next time.
  • Defending yourself. Security bots are for buildings: you assign them to a building you own, and you can send them to attack. In a subnet your computer's only defence is its honeypots, up to its type's limit, so carry plenty.
  • Holding subnets. You hold a subnet with honeypots, not security bots. Deploy them from the Scanner page outside the Imperial Core: a defensive field claims the subnet, so no rival can deploy there until they attack and clear it; an offensive field also springs on every rival computer that routes in, burning through its honeypots and taking it down if they run out. You can take your honeypots back whenever you are in the subnet.
  • Federal Security Forces raids. You are the raider now, so the law comes looking for you. Outside the Imperial Core, any route hop or connection can draw a raid, more often the further you go from Aurelia. Honeypots decide whether they find you: each is a decoy sending the raid after a fake computer, so the more you carry against the raid's strength, the better your chance to slip away untouched (escaping uses some up). If they find you, the raid has to burn through your remaining honeypots; if it gets past them, your computer is seized.
  • Hacker against hacker. Outside the Imperial Core you can attack a rival's computer in the same subnet, or a rival's building. Take down a computer and you loot 25% of the credits they carry and of the data in their storage (as much as your storage holds); their vaults are out of reach. Break a building's security bots and you can claim it, with its vault, scammers, data and Security Stack, plus a capture bonus of 25 experience and 25 more for each Security Stack level. A building another hacker owns can't be taken in one sitting, though: the first attack starts a siege, and it can only be claimed 28 hours later and never on the same day, so the owner has time to see the warning and reinforce it.
  • Crews. Form a hacker crew, or join one with its password, on the Crew page. Crewmates share buildings (any of them can enter and add scammers, security bots, honeypots, data or credits; only the owner can take anything out) and honeypot fields, cannot attack each other, are not trapped by each other's honeypots or hack-back systems, talk on a private crew channel, and climb the crew rankings together, counted by combined net worth and pwns (rival computers taken down). Crews open once 12 hackers are active on the net, and no crew may hold more than a third of the active hackers (and never more than 6), so there is always a rival crew.
  • Danger. The Imperial Core (subnets 001-010) is safe. Beyond it, the Colonial Counter Hack Team, raids and rival hackers will attack you. If your computer is destroyed or seized you return to Aurelia on a fresh Scrapdeck 386 and cannot hack until tomorrow. You lose the computer, the data in storage and everything in your Room; your credits, rank, buildings and vaults are safe.

Defence guide

Honeypots for your computer. In a subnet your honeypots are all that protects your computer. Raids grow stronger the further you are from Aurelia. The table shows the honeypots that outlast the strongest raid at each distance if it finds you, and what to carry to cover several encounters on one trip. When you plan a route on the Computer page, it works this out for that route, counting the raids, the Colonial Counter Hack Team and the hack-back systems along it, and shows it next to the Risk reading.

Hops from AureliaStrongest raidSurvive one raidCarry
230 agents 3660
545 agents 5380
1070 agents 82130
1595 agents 111170
20120 agents 139210
30170 agents 197300

Colonial Counter Hack Team groups in offensive mode attack as you route in: you need more honeypots than the group's size, a little more for the stronger divisions (Cobalt Wardens hit 1.2 times their number). A hack-back system hits for 100 at Security Stack level 3, rising by 100 a level to 400 at level 6. A rival hacker's attack is their security bots times their computer's attack rating, so a full Quantum Throne can hit for 30,000: deep in rival territory, no computer carries enough, so keep moving.

Security bots for your buildings. An attacker's strength is the security bots they commit times their computer's attack rating. Each honeypot in the building soaks up one point of it, and each security bot counts for more with every Security Stack level. The table shows the security bots a building needs, with no honeypots, to hold off an attack at the attacker's luckiest. Every honeypot you add takes about one security bot off the figure. Your building's page shows how big an attack it holds off right now.

Security Stack1,000 (a modest attack)2,500 (a full Scrapdeck 386)14,000 (a full Blackice Sentinel)30,000 (a full Quantum Throne)
None 1,3533,38318,94240,589
Level 1 Firewall & Vault 1,0832,70615,15332,471
Level 2 Ops Room 9022,25512,62827,059
Level 3 Hack-Back System 7741,93310,82423,194
Level 4 Bunker Servers 6771,6929,47120,295
Level 5 Black ICE Dome 6021,5048,41918,040
Level 6 Sovereign Citadel 5421,3537,57716,236

Ratings. The My Computer page rates your computer's defence from Exposed through Light, Solid and Hardened to Fortified (how far from Aurelia its honeypots outlast the strongest raid: Light up to 5 hops, Solid up to 15, Hardened up to 30), and its offence from Weak through Moderate, Strong and Heavy to Overwhelming (attack strength up to 500, 2,500, 14,000 and 30,000). The route planner shows the defence a route calls for. In a subnet, each rival computer shows how your attack matches up against its honeypots: Outmatched, Even, Favoured or Overwhelming. Buildings are rated Exposed to Fortified by the attacks in the table above that they hold off. Hover over a rating to see the number behind it.

A building with no security bots can be claimed without a fight once a siege has run its course, so never leave one empty. Your scammers recruit security bots and set up honeypots every day, and a siege gives you 28 hours to bring more.

` is the other useful public shortcode, for a "how to play" post or landing page.

### Scheduled maintenance (cron)

The game relies on two scheduled jobs:

| Job | When | Does |

|---|---|---|

| Hourly | every hour | systems restock, scammers pay into vaults and recruit security bots and set up honeypots, the Colonial Counter Hack Team regenerates and roams |

| Daily | midnight (site timezone) | turns reset, scammer crews grow, old news and read mail are purged |

#### Why a real cron job is needed

On activation the plugin schedules both jobs with **WP-Cron**, WordPress's built-in scheduler.

WP-Cron is not a real clock: it only runs when someone visits the site. On a quiet site, systems may

not restock and buildings may not earn for hours at a time. For a live game, add a **real cron job**

on your server, from your hosting control panel or the server itself.

**Running WP-Cron and a real cron job together is safe.** Each job takes a database lock before it

does anything, so only one run of a kind happens at a time no matter what started it, and a run that

arrives while another is working stands down rather than repeating it. Each job also refuses to run

twice in the same period. You do not need to set `DISABLE_WP_CRON`, which many shared hosts do not

allow anyway.

Two more safeguards:

- **Turns** reset the first time each hacker visits on a new day, even if cron never runs.

- **You can run either job at any time** from **Imperial Hackers Online → Maintenance**, which also

  shows each job's last and next run.

> **Tip:** the Maintenance screen prints all of the commands below with your site's real URL and

> paths filled in, ready to copy into cPanel or a crontab.

#### Recommended: trigger WordPress's scheduler every 5 minutes

This runs *all* of your site's scheduled tasks on time, including this game's jobs, update checks and

scheduled posts, and WordPress works out the site timezone itself. Schedule this every 5 minutes,

replacing `https://example.com` with your site's address:

```bash

curl -s "https://example.com/wp-cron.php?doing_wp_cron" > /dev/null 2>&1

```

Use `wget -q -O - "https://example.com/wp-cron.php?doing_wp_cron" > /dev/null 2>&1` if the host has no

`curl`, or, where WP-CLI is installed, `cd /path/to/wordpress && wp cron event run --due-now`.

#### Alternative: run the game's scripts directly

Use this if your host blocks cron from making web requests, or you want the game's jobs on their own

schedule. Run the first hourly and the second once a day at your site's midnight:

```bash

php /path/to/wordpress/wp-content/plugins/imperial-hackers-online/maintenance/hourly_maintenance.php

```

```bash

php /path/to/wordpress/wp-content/plugins/imperial-hackers-online/maintenance/daily_maintenance.php

```

These run only the game's jobs, so keep the 5-minute job as well where you can, to keep WordPress's

own tasks running.

> **Server time vs. site time:** cron schedules use the *server's* clock, which is often UTC, while

> the game uses the timezone in **Settings → General**. For the daily script, set the hour that matches

> your site's midnight: a US Eastern site on a UTC server would use 05:00 (04:00 in daylight saving

> time). The 5-minute job needs no such adjustment.

#### Setting it up on common hosts

**cPanel** (most shared hosting):

1. Log in to cPanel and open **Advanced → Cron Jobs**.

2. Under **Add New Cron Job**, choose **Once Per Five Minutes** from *Common Settings*

   (for the game's own scripts choose **Once Per Hour** and **Once Per Day** instead).

3. Paste the command into **Command** and click **Add New Cron Job**.

4. Paths in cPanel usually look like `/home/YOUR-CPANEL-USER/public_html/...`, and command-line PHP

   is usually `/usr/local/bin/php`. The Maintenance screen prints both filled in for your site.

**Plesk:**

1. Open **Websites & Domains → Scheduled Tasks → Add Task**.

2. Choose **Fetch a URL** and enter `https://example.com/wp-cron.php?doing_wp_cron`, or choose

   **Run a PHP script** and select one of the game's maintenance scripts.

3. Set the schedule (every 5 minutes, hourly or daily) and click **OK**.

**Linux server or VPS (crontab):**

1. Run `crontab -e` as the user that owns the WordPress files (often `www-data`:

   `sudo crontab -u www-data -e`).

2. Add the lines you need, then save:

   ```

   # every 5 minutes: runs everything WordPress has scheduled

   */5 * * * * curl -s "https://example.com/wp-cron.php?doing_wp_cron" >/dev/null 2>&1

   # optional: the game's own jobs, hourly at minute 0 and daily at 05:00 server time

   0 * * * * /usr/bin/php /var/www/html/wp-content/plugins/imperial-hackers-online/maintenance/hourly_maintenance.php >/dev/null 2>&1

   0 5 * * * /usr/bin/php /var/www/html/wp-content/plugins/imperial-hackers-online/maintenance/daily_maintenance.php >/dev/null 2>&1

   ```

3. Find the PHP path with `which php` and adjust the WordPress path to your install.

**Windows server (Task Scheduler):**

1. Open **Task Scheduler → Create Basic Task**.

2. Set the trigger to **Daily**. In the task's properties, under **Triggers → Edit**, tick

   **Repeat task every** and choose 5 minutes (or 1 hour for the game's hourly script).

3. For the action choose **Start a program**: either `curl.exe` with arguments

   `-s "https://example.com/wp-cron.php?doing_wp_cron"`, or `C:\path\to\php.exe` with the full path

   to a maintenance script as the argument.

**Managed WordPress hosts** (WP Engine, Kinsta, SiteGround and others) often already run a real

cron for WordPress, or offer a switch for it. Check your host's documentation before adding your own.

**Local development** (e.g. Local by Flywheel): no setup is needed. WP-Cron runs as you browse,

and you can use the **Run now** buttons on the Maintenance screen.

#### Checking that it works

Open **Imperial Hackers Online → Maintenance**. After an hour or so, **Last run** for the hourly

job should keep advancing. Running a maintenance script by hand in a terminal prints what it did,

or *"skipped: it already ran…"* if the job already ran this period, or *"already running elsewhere"*

if another run currently holds the lock.

The same screen keeps a **Cron Maintenance Log**: one line per job per day for the last ten days,

showing the time the job ran, what started it (WP-Cron, *Run now by* whoever pressed the button, or

Server cron), what it did, and how many times it was started that day. Starts that found the work

already done are counted but never replace the run that did it, so a busy 5-minute cron shows a high

count beside the one run that mattered. The log is kept in the `ih_cron_log` option and is removed

when the plugin is deleted.

### Installing from the repository

The released zip and the repository hold the same plugin, so a clone or a GitHub **Download ZIP**

runs the game perfectly well. Two things are worth knowing before you put one on a live site.

**The folder gets a different name.** GitHub's zip unpacks as `Imperial-Hackers-Online-main`, and

WordPress installs the plugin under that name. Nothing in the game depends on the folder name, so it

works — but WordPress treats `Imperial-Hackers-Online-main/imperial-hackers-online.php` and

`imperial-hackers-online/imperial-hackers-online.php` as two different plugins, and installing the

other one later gives you two copies, two sets of scheduled jobs and one shared set of tables.

Rename the folder to `imperial-hackers-online` before you activate it, and stay with that name.

**A clone carries files a web server should not serve.** Chiefly `.git`, which holds the project's

entire history: on a public site anyone who knows the path can walk it. (GitHub's **Download ZIP**

is an export rather than a clone, so it has no `.git` in it; this applies to a working copy you

cloned or copied from your own machine.) The plugin ships an

`.htaccess` that refuses `.git`, `*.sql`, `*.md`, logs and editor leftovers, and every directory has

an `index.php` so nothing can be listed — but `.htaccess` is read by Apache only. On nginx, put this

in the server block:

```nginx

location ~ /wp-content/plugins/.*/\.(git|svn)(/|$) { deny all; }

location ~ /wp-content/plugins/.*\.(sql|md|log|ya?ml|lock)$ { deny all; }

```

The surest fix is not to deploy `.git` at all: build a zip from the repository as below, or run

`git archive` straight onto the server. The plugin also checks itself: **Imperial Hackers Online →

Dashboard** has an *Install health* panel, and an administrator sees a notice on the Plugins screen,

if the folder is misnamed, if a `.git` directory is present (it tests whether your server actually

serves it), if a second copy of the plugin is installed, or if any file or directory is present that

this version does not ship. That last check works from a manifest of what a release contains rather

than a list of known rubbish, so it catches whatever is actually there: the rest of the `.git`

family, `.github`, `node_modules`, a `.bak` someone made in place, a file left behind by an older

version that the new one no longer has, or a script that has no business being there at all. The

build script compares the manifest against what it packs and refuses to build if the two have

drifted, so the list cannot quietly go stale. Nothing else in the tree is sensitive — the PHP files all

refuse to run unless WordPress loaded them, the scripts in `maintenance/` refuse to run over the web

at all, and the table schema lives in a PHP file for the same reason, so it cannot be fetched either.

### Building a release zip

There is no build step: no compiler, no bundler, no dependencies to install. The plugin is the

source, and there are three ways to package it.

#### Building it with git

To produce the same zip that is published for a release, from a clone of the repository:

```bash

git archive --format=zip --prefix=imperial-hackers-online/ -o imperial-hackers-online.zip HEAD

```

That gives a zip whose single top-level folder is `imperial-hackers-online`, which is what

**Plugins → Add New → Upload Plugin** expects. It takes the files from the last commit, not the

working tree, so uncommitted edits are left out, and `.gitattributes` keeps development-only files

(`.gitignore`, `.gitattributes`, `.github`) out of the archive. On Windows, the same command works in

Git Bash or PowerShell wherever `git` is on the path.

#### Building it with PHP, without git

If git is not installed, or you are on Windows without a `zip` command, `tools/build-zip.php` does

the same job with nothing but PHP:

```bash

php tools/build-zip.php

```

That writes `imperial-hackers-online-<version>.zip` next to the plugin folder, taking the version

from the plugin header, and prints the path, the file count and the size. Pass a path to put it

somewhere else:

```bash

php tools/build-zip.php /path/to/imperial-hackers-online.zip

```

It needs PHP's `zip` extension, which is standard on hosting but is sometimes switched off in a

command-line PHP on Windows; the script says so plainly and stops if it is missing. It packs the

**working tree**, uncommitted edits included, which is the difference from `git archive` — useful

while testing a change, and worth remembering when cutting a release. It skips `.git`, `.github`,

`.gitignore`, `.gitattributes`, `tools/`, `node_modules`, `vendor`, editor leftovers and any zips

or logs lying about, and it produces the same file list as the `git archive` command above.

The script refuses to run over the web, as do the maintenance scripts, and `tools/` is left out of

both builds, so it never reaches an installed site.

#### Zipping the folder by hand

```bash

cd .. && zip -r imperial-hackers-online.zip imperial-hackers-online -x '*/.git/*'

```

Whichever you use, the zip should contain one top-level folder named `imperial-hackers-online` with

`imperial-hackers-online.php` directly inside it, and no `.git` directory.

### Updating and uninstalling

- **Updating:** replace the plugin folder with the new version. Database changes are applied

  automatically on the next page load.

- **Deactivating** stops the scheduled jobs but keeps all game data.

- **Deleting** the plugin from the Plugins screen removes all game tables and settings.

---

## How to play

*This is a fictional game about trading and hacking; no real hacking is involved.*

- **Turns.** Only three actions cost turns: following a route to another subnet (1 a hop),

  connecting to a system (1, charged once, after which spending, selling and haggling are free until

  you leave) and attacking (1). Entering buildings, Assign and Remove, Security Stack levels, Shell Companies, the

  Scanner, the Map and messages are all free. Turns reset at midnight (site time) and do not carry

  over; every game page shows a bar with the turns you have left.

- **Data classes.** Data is the commerce, and it takes up storage. From lowest to highest value:

  **Class 1, Private Data**; **Class 2, Consortium Secrets**; **Class 3, Imperial Data**.

  **Crypto Vaults** are the rare find, worth several times Imperial Data, with small stocks; they are

  scarce near Aurelia and more common on the frontier.

- **Systems: DataHouses and Syndicates.** A system's class is three letters for Data Classes 1, 2

  and 3: **S** where it sells (you *Connect and Hack*, spending credits to load the data into

  storage) and **B** where it buys (you *Connect and Sell*). A system that mostly sells is a

  **DataHouse**, one that mostly buys is a **Syndicate**, and a **+R** after the letters means it

  also deals in Crypto Vaults, as in *System Salted Hash Exchange BSB +R*. Every system has a

  random cyber-security in-joke for a name. Prices follow stock, several Syndicates may compete for

  the same data, and systems restock every hour.

- **DataHouses do not trade.** A DataHouse's S classes are **Available**: data waiting to be

  stolen. It never buys anything, so the classes it does not have show as a dash (`SS-`).

  Buying and selling data happen only at Syndicates. You **Take** it for a fixed **cost effort** in credits (the market price less 65% by default, an admin setting), with no haggling, as much as your

  hacking tool allows. Syndicates are the real market, where data is bought, sold and haggled over.

- **Two ways to build wealth.** Trading stolen data between Syndicates pays if you buy low from one

  and sell high to another. Taking the data straight from a DataHouse makes even more profit, since

  you pay only the cost effort and then sell it to a Syndicate.

- **Haggling.** Only Syndicates haggle. Offer a better price than the system lists. The sysop may accept (bonus

  experience), counter-offer, or refuse to haggle with you for an hour if you push too hard.

- **Aurelia and the shops.** The **Imperial Store** in Aurelia (subnet 001) sells storage, security

  forces, honeypots and network charts, and recruits scammers (so does **Aurelia Prime**, the Crown

  building in the same subnet, if you enter it). The **Imperial Network Building** also sells seven

  computer system types, from the Scrapdeck 386 to the Quantum Throne, and Shell Companies; Imperial

  Hacker News gives its location.

- **Your Room.** Every hacker has a Room at Aurelia Prime. Scammers, security bots, honeypots

  and Shell Companies wait there until they are dropped in a building: they take no storage, but they

  cost credits, count toward net worth at their price, and losing them takes that value away. Inside

  a building you own, **Assign** sends them from the Room to the building and **Remove** sends them

  back; a computer has no transport, so the assignment is made from the Room. Your computer runs up

  to its type's limit of security bots and honeypots from the Room to defend itself.

- **Exploits and heat.** Each DataHouse connection names the exploit you used to get in ("Zero found

  an exploit, Pivoting Gateway, and was able to hack into Hunter2 Data Vault"). Connect to the same

  DataHouse more than twice in 24 hours and each extra visit adds 15% to the chance of being caught

  and kicked off with no datacrons, even in the Imperial Core. Both numbers are admin settings.

- **Hacking tools.** Each time you connect to a DataHouse, a tool is rolled: the

  **System Scanner** (most often) lets you fill half your storage on that connection, the **MD

  Exploit Tool** three quarters, and the rare **RE Shell** all of it, plus bonus experience. Storage

  is measured in **datacrons**: one datacron holds one unit of data.

- **Exploring.** Your computer scans every neighbouring subnet as you arrive. First visits beyond the

  Imperial Core earn experience and may turn up an unsecured data dump, a forgotten crypto wallet,

  abandoned security bots or an old network map, or cost you: an intrusion detection system wipes

  data, an Imperial auditor takes the Imperium's cut, and a juicy-looking server can be a Colonial Counter Hack Team

  honeypot. Network charts reveal whole zones of the net.

- **Running data.** On the Systems page, **Where to sell this data** lists the charted systems that

  buy what is in storage, best payout first, with the turns the trip costs; **Route & Connect** routes

  you there and connects when you arrive. The subnet number does the same wherever a system is listed.

- **The Scanner.** The planning page: route to any subnet and see the path and its risk before you

  commit, Auto-Route there, use the System finder to see where to hack or sell each data class, and

  check where your security bots are deployed.

- **Buildings.** Claim unowned buildings or set up new ones with Shell Companies. Scammers earn credits

  every hour, paid into the building's vault, turn up the three data classes from their exploits

  (stored in the building until you Download them into storage, as Barons planets stockpiled goods),

  and recruit security bots and honeypots (1 honeypot a day per 1,000 scammers); a crew grows 2% a day (a setting) up

  to the building's capacity. Output is quoted per 1,000 scammers a day and scaled by the **Building

  output** setting, 120% by default, plus 10% for every Security Stack level. Your scammers build up a

  **Security Stack** (levels 1 to 6): the first adds a **Firewall & Vault** you can deposit your own credits in, and

  level 3 adds a hack-back system. Credits in vaults are safe if your computer is lost.

- **Two kinds of security.** The Colonial Counter Hack Team is private security, hired to guard the

  systems; the Federal Security Forces are the law, and they come to seize your computer.

- **Colonial Counter Hack Team detection.** Outside the Imperial Core, a Colonial Counter Hack Team defensive tool (an

  Intrusion Detection Sentinel, a Packet Sniffer, a Canary Token and others) can spot you on any

  connection or route hop. You are kicked off at once: the turn is lost, nothing is gained, and a

  fine of a few percent of your credits on hand is taken (5% chance and 3% fine by default), and

  one honeypot is burned (never the last one).

- **Federal Security Forces raids.** You are the raider now. Outside the Imperial Core, any route hop

  or connection can draw a raid, more often the further you are from Aurelia. Honeypots are decoys

  that send the raid after fake computers, so the more you carry, the better your chance to slip away

  untouched. If they find you, the raid has to burn through your remaining honeypots; if it gets

  past them, your computer is seized. Security bots never defend a computer in a subnet: they

  are assigned to buildings only.

- **Crews (team play):** hackers form or join a crew with a password. Crewmates share buildings

  (they can add to each other's, but only the owner takes anything out) and honeypot fields, cannot attack each other, chat on a crew channel and rank together by

  combined net worth and pwns (rival computers taken down). The leader can remove members, hand over the lead or disband.

  Safeguard: crews open once 12 hackers have played in the last 7 days, and a crew holds at most a

  third of the active hackers (up to the max crew size), so there is always a rival crew.

- **Vending machines:** every 1,000 scammers need a stocked vending machine (500 credits at the

  Imperial Store or Network Building, 100 a day to restock plus 10% per Security Stack level, paid from the building's

  supply fund only by default; a setting lets the vault pay too). Owners are warned when a fund covers

  fewer than 3 days.

  Crews only grow as far as their machines can feed. A building short of machines stops growing, and after a 3-day grace its unfed scammers walk

  out, 5% a day. All of it is in Settings.

- **Building wealth:** with the data fence on (the default), a building sells the data its scammers

  turn up every hour at 50% of base price, straight into its vault. Vaults can be drawn on from

  anywhere on the My Computer page, and owners get a daily

  earnings message.

- **Sieges:** another hacker's building can't be taken in one sitting. The first attack starts a

  siege; the building can only be claimed after the siege window (24 hours by default) and never on

  the same day, so the owner has time to reinforce it.

- **Holding subnets:** hackers deploy honeypots, not security bots, to hold a subnet. A defensive

  field claims it; an offensive field also springs on rival computers routing in. Rivals clear a

  field by attacking it with security bots.

- **Hacker against hacker.** Outside the Imperial Core you can attack a rival's computer or

  building. Taking down a computer loots a share (25% by default) of the credits they carry and of

  the data in their storage, as far as your storage allows; vaults are out of reach. That goes

  further than Barons, where destroying a ship paid nothing. Breaking a building's defences lets you

  claim it with its vault, scammers, data and Security Stack.

- **Danger.** The Imperial Core (subnets 001–010) is safe. Beyond it roam six Colonial Counter Hack Team divisions (the Cobalt

  Wardens, Aegis Watch, Sentinel Corps, Script Sentinels, White Hat Institute and Bug Bounty League)

  as well as rival hackers. If your computer is destroyed or seized you return to Aurelia on a fresh

  Scrapdeck 386 and cannot hack until tomorrow, exactly like a ship loss in Imperial Barons: the

  computer, its data and your Room are lost; credits, rank, buildings and vaults are kept.

- **Imperial Hacker News.** A public news page, readable without an account: DataHouse hacks (who found which exploit and broke into where) and hackers caught in the act, hackers joining,

  buildings claimed and fortified, big scores, computers bought and lost, raids fought off, the Colonial Counter Hack Team

  broken, promotions, and what befalls hackers on the frontier. Its masthead is the `IH_GAZETTE_NAME`

  constant in the plugin's main file. The feed can go anywhere with its shortcode:

  ```

 

Imperial Hackers Online

Imperial Hacker News

Dispatches from across the net: hackers logging on and using their last turn of the day, buildings claimed, raised and fortified, big scores hacked and sold, computers bought and lost, raids fought off, the Colonial Counter Hack Team broken, titles won, DataHouses hacked and hackers caught, and what befalls hackers out on the frontier. Showing the last 60 dispatches; 14 days of news are kept.

Today on the net

2 DataHouse hacks reported.

TimeDispatchKind
Today
2:59 pm maddog found an exploit, Assessment Workbench, and was able to hack into Root Shell Cache. Using the System Scanner, they could take up to 40 datacrons. Hack
2:59 pm maddog found an exploit, Credential Reuse Demonstrator, and was able to hack into Port 31337 Data Vault Node 2. Using the MD Exploit Tool, they could take up to 60 datacrons. Hack
Saturday 31 October
8:37 pm maddog completed Security Stack level 4 (Bunker Servers) at HAL COMPUTER BAIT in subnet 066. Security Stack
Thursday 29 October
10:04 pm maddog found an exploit, Host Discovery Tool, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons. Hack
10:02 pm maddog, in subnet 385: found a forgotten crypto wallet worth 230 credits. Frontier
Wednesday 28 October
4:00 pm maddog completed Security Stack level 4 (Bunker Servers) at Scambait in subnet 743. Security Stack
4:00 pm maddog completed Security Stack level 3 (Hack-Back System) at Scambait in subnet 743. Security Stack
3:57 pm maddog completed Security Stack level 3 (Hack-Back System) at HAL COMPUTER BAIT in subnet 066. Security Stack
3:57 pm maddog completed Security Stack level 2 (Ops Room) at HAL COMPUTER BAIT in subnet 066. Security Stack
3:57 pm maddog completed Security Stack level 1 (Firewall & Vault) at HAL COMPUTER BAIT in subnet 066. Security Stack
3:52 pm maddog set up a Shell Company, a new Tenement Block called HAL COMPUTER BAIT, in subnet 066. Shell Company
12:56 pm maddog, in subnet 720: took over 26 abandoned security bots. Frontier
Monday 26 October
10:25 pm maddog found an exploit, Network Pivot Controller, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons. Hack
4:02 pm maddog completed Security Stack level 4 (Bunker Servers) at MadExploiters LLC in subnet 342. Security Stack
4:02 pm maddog completed Security Stack level 3 (Hack-Back System) at MadExploiters LLC in subnet 342. Security Stack
3:56 pm maddog completed Security Stack level 3 (Hack-Back System) at Pwn R Us in subnet 562. Security Stack
3:56 pm maddog completed Security Stack level 2 (Ops Room) at Pwn R Us in subnet 562. Security Stack
3:56 pm maddog completed Security Stack level 1 (Firewall & Vault) at Pwn R Us in subnet 562. Security Stack
3:55 pm maddog set up a Shell Company, a new Rooftop Relay called Pwn R Us, in subnet 562. Shell Company
3:47 pm maddog completed Security Stack level 3 (Hack-Back System) at Midnight Annex Basement in subnet 563. Security Stack
Saturday 24 October
9:56 pm maddog has used the last turn of the day. Turns
9:54 pm maddog completed Security Stack level 5 (Black ICE Dome) at Hal call center in subnet 722. Security Stack
9:54 pm maddog completed Security Stack level 4 (Bunker Servers) at Hal call center in subnet 722. Security Stack
9:54 pm maddog completed Security Stack level 3 (Hack-Back System) at Hal call center in subnet 722. Security Stack
9:54 pm maddog completed Security Stack level 2 (Ops Room) at Hal call center in subnet 722. Security Stack
9:53 pm maddog completed Security Stack level 1 (Firewall & Vault) at Hal call center in subnet 722. Security Stack
9:49 pm maddog set up a Shell Company, a new Pawn Shop called Hal call center, in subnet 722. Shell Company
9:44 pm maddog completed Security Stack level 2 (Ops Room) at Scambait in subnet 743. Security Stack
9:44 pm maddog completed Security Stack level 1 (Firewall & Vault) at Scambait in subnet 743. Security Stack
9:43 pm maddog set up a Shell Company, a new Office Tower called Scambait, in subnet 743. Shell Company
9:37 pm maddog, in subnet 123: copied 10 datacrons of Imperial Data out of a pastebin dump belonging to Vesper Logistics. Frontier
9:37 pm maddog sold 40 datacrons of Crypto Vaults at Segfault Brokerage Node 2 for 17,160 credits. Trade
9:37 pm maddog found an exploit, Waiting Command Shell, and was able to hack into Dead Drop Server Farm. Using the System Scanner, they could take up to 40 datacrons. Hack
9:36 pm maddog broke a White Hat Institute defence group of 445 in subnet 303. Combat
9:36 pm maddog has risen to Netrunner. Promotion
Friday 23 October
1:25 pm maddog has used the last turn of the day. Turns
1:24 pm maddog was caught trying to break into Port 31337 Data Vault Node 2 and got kicked off empty-handed. Caught
1:24 pm maddog was caught trying to break into Port 31337 Data Vault Node 2 and got kicked off empty-handed. Caught
12:47 pm maddog sold 40 datacrons of Crypto Vaults at Credential Stuffing Brokerage for 15,160 credits. Trade
12:47 pm maddog found an exploit, Process Viewer, and was able to hack into Sneakernet Colo. Using the System Scanner, they could take up to 40 datacrons. Hack
12:47 pm maddog sold 40 datacrons of Crypto Vaults at Credential Stuffing Brokerage for 17,240 credits. Trade
12:46 pm maddog found an exploit, Network Pivot Manager, and was able to hack into Port 31337 Data Vault Node 2. Using the System Scanner, they could take up to 40 datacrons. Hack
12:46 pm maddog sold 40 datacrons of Crypto Vaults at Segfault Brokerage Node 2 for 17,240 credits. Trade
12:46 pm maddog found an exploit, Web-Based Remote Agent, and was able to hack into Dead Drop Server Farm. Using the System Scanner, they could take up to 40 datacrons. Hack
12:45 pm maddog, in subnet 287: paid 2,938 credits to an Imperial auditor. Frontier
12:44 pm maddog was caught trying to break into Rubber Ducky Mainframe and got kicked off empty-handed. Caught
12:42 pm maddog found an exploit, Remote Desktop Enumerator, and was able to hack into Tailgate Backup Silo. Using the System Scanner, they could take up to 40 datacrons. Hack
12:37 pm maddog found an exploit, Secure Call-Back Connector, and was able to hack into Rubber Ducky Mainframe. Using the System Scanner, they could take up to 40 datacrons. Hack
Thursday 22 October
3:45 pm maddog has used the last turn of the day. Turns
3:44 pm maddog sold 80 datacrons of Crypto Vaults at Legacy Mainframe Darknet Market for 34,480 credits. Trade
3:43 pm maddog bought 80 datacrons of Crypto Vaults at Patch Tuesday Collective for 21,120 credits. Trade
3:43 pm maddog found an exploit, Process Relocation Tool, and was able to hack into Fork Bomb Data Vault. Using the System Scanner, they could take up to 40 datacrons. Hack
3:41 pm maddog found an exploit, Process Relocation Tool, and was able to hack into Rubber Ducky Mainframe. Using the RE Shell, they could take up to 80 datacrons. Hack
3:32 pm maddog found an exploit, Call-Back Connector, and was able to hack into Tailgate Backup Silo. Using the System Scanner, they could take up to 40 datacrons. Hack
3:26 pm maddog found an exploit, Database Inspector, and was able to hack into Rubber Ducky Mainframe. Using the System Scanner, they could take up to 40 datacrons. Hack
3:17 pm maddog completed Security Stack level 4 (Bunker Servers) at Exploit Hellhole in subnet 185. Security Stack
Wednesday 21 October
4:00 pm maddog found an exploit, Exposure Recommendation Engine, and was able to hack into Dumpster Dive Repository. Using the RE Shell, they could take up to 80 datacrons. Hack
7:22 am maddog found an exploit, Credential Validation Scanner, and was able to hack into Dumpster Dive Repository. Using the System Scanner, they could take up to 40 datacrons. Hack
7:20 am maddog found an exploit, Secure Call-Back Connector, and was able to hack into Dumpster Dive Repository. Using the System Scanner, they could take up to 40 datacrons. Hack
7:17 am maddog completed Security Stack level 3 (Counter-hack Turret) at Exploit Hellhole in subnet 185. Security Stack

Sign in to play How to play

                        the full page: a "Today on the net" summary and 60 dispatches by day

 

Imperial Hacker News

  • 7 hours ago maddog found an exploit, Assessment Workbench, and was able to hack into Root Shell Cache. Using the System Scanner, they could take up to 40 datacrons.
  • 7 hours ago maddog found an exploit, Credential Reuse Demonstrator, and was able to hack into Port 31337 Data Vault Node 2. Using the MD Exploit Tool, they could take up to 60 datacrons.
  • 3 days ago maddog completed Security Stack level 4 (Bunker Servers) at HAL COMPUTER BAIT in subnet 066.
  • 5 days ago maddog found an exploit, Host Discovery Tool, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons.
  • 5 days ago maddog, in subnet 385: found a forgotten crypto wallet worth 230 credits.
  • 6 days ago maddog completed Security Stack level 4 (Bunker Servers) at Scambait in subnet 743.
  • 6 days ago maddog completed Security Stack level 3 (Hack-Back System) at Scambait in subnet 743.
  • 6 days ago maddog completed Security Stack level 3 (Hack-Back System) at HAL COMPUTER BAIT in subnet 066.
  • 6 days ago maddog completed Security Stack level 2 (Ops Room) at HAL COMPUTER BAIT in subnet 066.
  • 6 days ago maddog completed Security Stack level 1 (Firewall & Vault) at HAL COMPUTER BAIT in subnet 066.
  • 6 days ago maddog set up a Shell Company, a new Tenement Block called HAL COMPUTER BAIT, in subnet 066.
  • 6 days ago maddog, in subnet 720: took over 26 abandoned security bots.
  • 1 week ago maddog found an exploit, Network Pivot Controller, and was able to hack into Burner Phone Colo. Using the System Scanner, they could take up to 40 datacrons.
  • 1 week ago maddog completed Security Stack level 4 (Bunker Servers) at MadExploiters LLC in subnet 342.
  • 1 week ago maddog completed Security Stack level 3 (Hack-Back System) at MadExploiters LLC in subnet 342.
  • 1 week ago maddog completed Security Stack level 3 (Hack-Back System) at Pwn R Us in subnet 562.
  • 1 week ago maddog completed Security Stack level 2 (Ops Room) at Pwn R Us in subnet 562.
  • 1 week ago maddog completed Security Stack level 1 (Firewall & Vault) at Pwn R Us in subnet 562.
  • 1 week ago maddog set up a Shell Company, a new Rooftop Relay called Pwn R Us, in subnet 562.
  • 1 week ago maddog completed Security Stack level 3 (Hack-Back System) at Midnight Annex Basement in subnet 563.

All the news

 a plain list for a sidebar widget; 200 dispatches at most

  ```

The full guide is under **How to play** on the Imperial Hackers home page.

---

## Administration

**Imperial Hackers Online** menu in wp-admin (administrators only):

Dashboard · Network Founding · Settings · Hackers · Systems · Buildings · Maintenance · Logs

Administrators can message every hacker at once: **Send to all hackers** on the in-game Messages page

(when the administrator has a hacker) or on the **Hackers** admin screen. It arrives in every inbox as a

"Sysop announcement".

Destructive actions (founding or resetting the network) require a warning checkbox, a typed

confirmation and administrator rights, and every admin action is recorded in the audit log.

See the `docs/` folder for details.

---

## License

Copyright (C) 2026 Bill Mantz, <https://maddogproductions.online/>

Imperial Hackers Online is released under the **GNU General Public License, version 2 or later**

(GPLv2+), the same license as WordPress itself. The full text is in [LICENSE](LICENSE).

You are free to use, modify and redistribute it, including commercially, provided derivative

works are distributed under the same license and keep the copyright notice. The software comes

with no warranty.

---

## Code layout

```

imperial-hackers-online.php    plugin bootstrap and hooks

uninstall.php                 removes tables and options when the plugin is deleted

.htaccess                     Apache: refuses .git, the schema, docs and logs over the web

index.php                     one per directory, so nothing can be listed or opened directly

SECURITY.md                   how to report a vulnerability, and what is in scope

sql/install-schema.php        database schema (applied with dbDelta and the site's table prefix)

includes/class-ih-core.php    settings, table names, logging, data classes, ranks

includes/class-ih-health.php  warns if the install came from a clone or a branch-named zip

includes/data/                computer system catalogue

includes/services/            game rules: hackers, systems, buildings, combat and raids, discovery,

                              messages, network founding, pathfinder, the Colonial Counter Hack Team, maintenance

includes/frontend/            shortcodes, form action dispatcher, UI helpers, page views

admin/                        wp-admin screens

assets/                       stylesheet and JavaScript (confirmations, network map pan and zoom)

maintenance/                  optional CLI scripts for a system cron

tools/build-zip.php           builds an installable zip with PHP alone (not shipped in releases)

docs/                         admin, database, page and network founding reference

```

### Engine vocabulary

The game shares its engine with Imperial Barons Online, and the code, database columns and page keys

keep the engine's names so the two stay easy to compare. Everything players and administrators see

uses the hacker names.

| In the code | In the game |

|---|---|

| sector, `sector_id` | subnet (shown as three digits, 001) |

| warp | route |

| port, `port_class` 1-8 | system: DataHouse or Syndicate |

| port class 0 / 9 (`ARMORY` / `SHIPYARD`) | Imperial Store / Imperial Network Building |

| dock / undock | connect / disconnect |

| ship, `ship_type`, `IH_Ships` | computer system type |

| `cargo_holds` | storage |

| `ore`, `organics`, `equipment`, `isotopes` | Private Data, Consortium Secrets, Imperial Data, Crypto Vaults |

| planet, `IH_Planets` | building |

| `colonists` | scammers |

| `fighters` (player, planet, fleet) | security bots |

| `shield_points` | honeypots |

| `worldseeds` | Shell Companies |

| nebula | zone of the net (network charts) |

| faction, fleet with owner 0 | Colonial Counter Hack Team defence group |

| Universe Forge, `IH_Universe_Forge` | network founding |

| Gazette | Imperial Hacker News |

| land / leave planet | enter / leave a building |

| autopilot, fly | Auto-Route, Route & Connect / Route & Enter |