The game

A hacker's life, played for real

Hacking is the core. Around it: recon, people you have to talk past, doors you have to walk through, and a defender on the other side of every job.

Core gameplay

Authentic hacking

No minigames and no progress bars that fill themselves. The game runs a simulated network of hosts in its own engine, Drift Core, and a technique works because that system actually implements it.

  • A shell with real quoting, history and honest error messages
  • Hosts that model files, users, permissions, services and processes
  • Recon on the target: open-source research, then a scan of the host
  • ssh in, escalate locally, reach the data: a real attack chain
  • Readable without tutorials: man pages, and a hint from your contact
Try the shell on the home page
The centre monitor showing the Hash Drift overlay: evidence captured, event committed.
Hash Drift: every command becomes evidence. Frame from the intro film.

What's in it

Game features

Tagged honestly: what you can play in the free demo, and what is waiting for the full game.

Real hacking

A real shell, real techniques

You work in a terminal whose hosts model files, users, permissions, services and processes. Techniques work because the system implements them, not because a minigame says so.

In the demo

Recon

Know the target first

Scan hosts, read what they expose, map who works where and when. What you find decides how you get in.

In the demo

Social engineering

People are an attack surface

Write the pretext yourself. Each person weighs trust, authority, urgency and how well your story fits. They approve, half-approve or refuse.

In the demo

Physical entry

Walk in like you belong

Badge the reader, keep your pace, find the switch port. Nobody crouches behind crates. Looking like you work there is the stealth.

In the demo

The defender

Someone is watching

A defender triages your noise, isolates hosts and locks you out. Blue team is a full path in the game, not a backdrop.

In the demo

Hash Drift

Every exploit echoes

Everything you do is hashed into a chain of evidence. Your history stays attached to your name and follows you into later jobs. In the full game that chain anchors on-chain, so the record is yours: permanent, portable, not a row in our database.

In the demo

Dr1ftS0und

Your own tapes

A cassette player on your desk plays the soundtrack of your run. In the full game, the cassettes you make evolve with your taste.

In the demo

On-chain identity

Your Hash is Your Soul

In the full game your name lives on-chain: the Creds you earn, the Vibe you build, the cassettes you own and trade. Blockchain is not a bolt-on here — it is the memory of the game, and nobody can wipe your history, including us.

Full game

You Never Know

Human or AI?

In shared missions the operator on the other side may be a player or an AI, and nobody tells you which. Recon and behaviour leave clues.

Full game

A persistent city

Consequences that stay

Jobs, rent, contacts and a reputation that outlives any single mission. Life systems add pressure and texture without turning into chores.

Full game

No classes. Just a reputation.

Multiple paths

You never pick a class. The work you take and the trail you leave decide what people think you are. Night One is a red-team job; the full game opens the rest.

Offensive operations

Red team

Contracts to get in: recon, pretexts, a badge that should not work, a shell on a box that should not be reachable.

In the demo

Defensive operations

Blue team

Alerts, logs, triage, containment. Find the intruder, cut them off, figure out who, or what, they were.

Full game

Legit career

Corporate

A badge, a VPN, a ticket queue and a paycheck. What you do with that access after hours is your business.

Full game

Independent operator

Freelance

A burner phone and a contact called UNKNOWN. Better pay, fewer questions, and no one to call when it goes wrong.

Full game

The free demo

Night One

The free demo plays the operation the intro teases. It opens at 03:17 in the lair, at the exact frame where the film ends, and hands you the keyboard.

  1. 01

    The lair 2–3 min

    Three messages wait on the monitors. Pick a tape, read the phone, take the contract.

  2. 02

    Recon 3–4 min

    Research the target, scan 10.41.7.18, find the facilities-ticket workflow and who answers it at night.

  3. 03

    The pretext 2–3 min

    Write Ticket #18427 yourself. Watch the night receptionist decide on the CCTV feed.

  4. 04

    The corridor 4–5 min

    Walk in as a facilities worker. Badge the reader, find the server room, plant the implant.

  5. 05

    The shell 4–6 min

    Back at the desk, work through the implant: ssh, escalate, reach the data.

  6. 06

    The defender 2–3 min

    ANOMALOUS TRAFFIC DETECTED. The host goes dark mid-operation. Pivot and finish before lockout.