A tactical cyberpunk MMO where you infiltrate networks through real-time hex-grid combat, managing CPU, Heat, and Bandwidth. No classes. No levels. Progression through hardware limits. Hack megacorps, crash economies, and uncover your erased past across a persistent galaxy.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Hack the Stars is a complex systems-driven MMO being developed solo. Early Access allows me to:

1. Balance systems with real players
CPU overhead, heat management, and Power Grid Rating limits need hundreds of hours of player data to tune properly. Theory can only go so far and real player behavior will reveal edge cases and optimization strategies I can't predict alone.

2. Build content with community input
With 100+ planets planned across multiple galaxies, player feedback on mission variety, planetary themes, and faction storylines will directly shape which content gets prioritized.

3. Ensure server infrastructure scales properly
MMO architecture is complex. Early Access lets me stress-test systems, optimize network code, and identify bottlenecks before full launch.”

Approximately how long will this game be in Early Access?

“Target: 6-8 months (Early Access Q1 2026, Full Release Q3-Q4 2026)
This timeline allows for:

- Core feature completion (guilds, advanced crafting, PvP arenas)
- Comprehensive balance pass based on player data
- Polish and quality-of-life improvements

Why this duration?
Shorter = insufficient data for proper balance
Longer = Early Access fatigue, delayed full features

The game will be playable with most main features at Early Access launch. EA time is for secondary but importante features, balance refinement, and community-driven improvements and content.

Progress will be transparent. Monthly roadmap updates will show exactly where development stands.”

How is the full version planned to differ from the Early Access version?

“We plan for Early Access Launch (Q1 2026):

- 2 planets (Galaxy 1)
- 6 hardware categories with 4 rarity tiers each
- Core combat, heat management, Power Grid Rating systems
- Solo: contracts, missions
- Crafting foundations

Will keep adding features, fixed and balance until Full Release (Q4 2026) with:

- 20 planets across 2 star systems (Galaxy 1)
- Full v1-v20 progression curve
- 6 hardware categories with 4 rarity tiers each
- Core combat, heat management, Power Grid Rating systems
- Solo and group content: contracts, missions, world bosses, Raids, Warp Gate trials
- Complete Guild system
- Marketplace and crafting
- PvP arenas on designated planets
- Seasonal events and limited-time content
- Quality-of-life improvements based on community feedback
- Complete polish pass (animations, UI refinement, performance optimization)

What won't change:

- Core gameplay loop and systems (hardware progression, heat management)
- Server-authoritative architecture
- Fair monetization (no pay-to-win, ever)”

What is the current state of the Early Access version?

“At Early Access Launch, the game will feature:

Core Systems (Complete):

- 2 planets with unique contracts, missions
- Real-time hex-grid tactical combat
- CPU, Heat, Bandwidth resource management
- Power Grid Rating (PGR) equipment limits
- Hardware progression (6 categories × 4 rarity tiers × 10 versions)
- AIDA control
- Heat dissipation and thermal throttling mechanics
- Server architecture

Economy (Complete):

- Basic crafting system
- Contract rewards and mission payouts

What's Still in Development:

- Player marketplace (buy/sell hardware, chips, resources)
- Guild features (territories, GvG)
- PvP arenas
- Seasonal events
- Some quality-of-life features
- Additional planets and systems
- Full progression from starter gear to endgame hardware (v1-v20)
- Raids (4-10 player instanced content)
- World bosses (public events, scalable difficulty)
- Warp Gate trials (15-player + solo path alternatives)

Performance & Stability:

- Server architecture tested during demo phase
- Regular patches for bugs and balance
- Active Discord community for real-time support

This is NOT an alpha or prototype. All core systems are functional.”

Will the game be priced differently during and after Early Access?

“Yes. Early Access will get a 15% early supporter discount.

Why the difference?

The 15% discount rewards early supporters and acknowledges they're playing during the content expansion phase.

Important:

Early Access buyers get the full game automatically at no additional cost.
No separate "upgrade" purchase required.
Early supporters save permanently.

Regional Pricing:
Available in all major markets. Prices adjusted fairly for local economies.”

How are you planning on involving the Community in your development process?

“Active Communication Channels:

Discord (Primary Hub):

#announcements – Weekly dev updates every Sunday
#feedback – Direct line to developer for suggestions and issues
#bug-reports – Structured reporting with priority tracking
#balance-discussion – Theory-crafting and meta analysis
#feature-requests – Community voting on priority features

Reddit (r/HackTheStars):

Monthly devlogs with technical deep-dives
Design decision explanations ("Why I chose X over Y")

Steam Community Hub:

Patch notes and changelogs
Community guides and builds
Discussion forums

In-Game Systems:

Telemetry & Analytics – Heat and track system usage, mission completion rates, popular builds
Public Statistics – Transparency on player choices (most-used hardware, faction preferences, etc.)

Development Transparency:

Monthly Roadmap Updates:
What's being worked on, what shipped, what got delayed (and why)

Balance Changes:
Community input on proposed changes BEFORE implementation. Major balance patches go to test server first.

Feature Prioritization:
Polls on Discord/Reddit for next feature focus (e.g., "Guild territories or PvP arenas first?")

Beta Testing:
Selected community members test expansions and major features pre-release

Direct Developer Access:
Solo dev = I read every Discord message, Reddit comment, and Steam review personally. Your voice matters because there's no PR filter.

What Community Feedback Will Shape:

Mission variety and difficulty curves
Hardware balance and meta diversity
Quality-of-life features
DLC content themes and planetary designs
Event schedules and seasonal content

What Won't Change Based on Feedback:

Server-authoritative architecture (no client mods, maybe just cosmetic and visuals in the future)
Fair monetization policy (no pay-to-win, ever)

Solo dev = every player's voice is heard. Here, you're talking directly to the person building the game.”
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Planned Release Date: To be announced

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About This Game

HACK THE STARS

BUILD YOUR RIG. DEPLOY YOUR AI. HACK THE STARS!

Hack the Stars is a tactical cyberpunk MMO where you command an advanced AI to breach corporate networks, disrupt planetary economies, and traverse hostile systems.

In this cyberpunk universe, there are no classes. You design a virtual machine piece by piece, constrained by physical reality, and use it to infiltrate infrastructure that spans galaxies.

Power doesn't come from abstract levels.

It comes from systems, engineering, and calculated risks.

TACTICAL GRAPH COMBAT

Combat takes place inside a living network.

The Battlefield is a Graph: Every node is a connected device — servers, drones, cameras, firewalls.

Network Control: Create secure routes, isolate defenses, and exploit vulnerabilities.

Resource Management: Bandwidth defines your reach. Heat defines your risk. RAM defines complexity.

  • Real-time tactical decisions on hex-based network grids.

  • Control infrastructure, don't just damage it.

  • Every action generates heat, consumes bandwidth, and leaves traces.

You make every decision.

AIDA executes them inside hostile systems.

It's not about speed.

It's about control.

DON'T CHOOSE A CLASS. COMMAND A SYSTEM.

You are an Operator commanding AIDA (Adaptive Intelligence Digital Assistant) — an AI that executes at machine speed.

Your limits are physical:

Hardware Hexagon: CPU • RAM • Firewall • Bandwidth • Cooling • System Integrity

Real Constraints: Heat • Latency • Power • Local Infrastructure

  • No classes, no level caps, no arbitrary restrictions.

  • Your build is defined by hardware configuration and equipped software.

  • Change your machine, swap your programs, and your play style changes instantly.

  • No respecs needed — reconfiguration IS the core mechanic.

Equip Exploits for attacks and debuffs.

Equip Patches for heals and buffs.

Deploy Daemons for persistent background processes.

Your hardware determines what you can run.

Your strategy determines what you should.

CHOOSE YOUR CONTRACT

Not every operation requires brute force. You decide how to play.

Infiltration: Enter, complete objectives, leave without logs.

Social Engineering: Analyze behavior, craft phishing vectors, manipulate NPCs.

Decryption: Solve cryptographic challenges under time pressure.

Offensive Hacking: Confront corporate security and ICE head-on.

Some contracts can be completed without combat.

Others reward preparation, patience, or overwhelming aggression.

The universe adapts to your approach.

ENDGAME: COORDINATED OPERATIONS

Solo infiltration is just the beginning.

  • Guild Raids: Breach corporate strongholds with coordinated teams

  • Warp Gate Trials: Synchronize with 15 operators for high-stakes network assaults

  • Anomaly Breaches: Join 45-player operations against catastrophic system failures

  • World Bosses: Track and eliminate high-value targets across planetary networks

The deeper you go, the more coordination matters.

Endgame isn't about grinding.

It's about precision under pressure.

A PHYSICAL, EXPANDING UNIVERSE

Interplanetary hacks aren't instant. The universe respects network physics.

Real Infrastructure: Advanced hardware is throttled on planets with limited systems. Legendary gear doesn't break progression, it forces smarter decisions.

Scale: Launch with ~20 planets, designed to expand continuously across multiple galaxies.

No Resets: Older content never becomes trivial due to local physical constraints.

Start in a cluster of interconnected systems.

Expand into hostile corporate space.

Discover what lies beyond regulated networks.

THE MISSION: WHO IS THE OPERATOR?

You wake up with wiped logs and missing records.

Your past actions were erased — and parts of AIDA's archives were locked alongside them.

The megacorporations call you a criminal.

The data doesn't agree.

Investigate your past, uncover why you were silenced, and rebuild your identity while navigating corporate surveillance and lawless frontier space.

Your memory is corrupted.

Your skills remain.

DARK SECTORS: MAX RISK PvP

PvP only happens where the law doesn't reach.

  • 100% Opt-In: PvP occurs only in Dark Sector systems you choose to enter.

  • Lawless Zones: No megacorporations. No rules. High risk, high rewards.

  • Protected PvE: PvP never interrupts PvE missions in secure systems.

These systems aren't fair.

They're honest.

LIVING ECONOMY & CRAFTING

Reverse Engineering: Break down digital loot to discover new technologies and blueprints.

Fabrication: Craft hardware and software — player-driven economy anchors value.

Money Is Bandwidth: Exfiltration capacity defines how much profit you extract per mission.

  • Player market for chips, blueprints, and rare components

  • NPC market for guaranteed baseline prices

  • Everything you loot has a purpose — nothing is disposable

Nothing exists for flavor.

Everything feeds the system.

TECHNICAL FEATURES

  • Tactical MMORPG with graph-based hex combat

  • No classes, no level caps, no pay-to-win

  • Builds defined by hardware configuration and equipped software

  • PvE solo missions, 2-4 player co-op, and 15-45 player endgame content

  • 100% opt-in PvP in dedicated Dark Sector zones

  • Fully diegetic terminal-based interface

  • Persistent universe with dynamic corporate power shifts

  • Guild systems, matchmaking, and LFG tools

  • Housing: customize your Bunker, Ship, and Drone

  • Reputation systems with megacorporations

  • Competitive leaderboards (PvE, PvP, Early Access)

ETHICAL MONETIZATION

  • Cosmetics Only: No pay-to-win, no loot boxes, no gameplay advantages

  • DLC and Expansion: System Packs and major expansions are planned to become free after 12 months — community never fragments

  • Continuous Development: 5-year roadmap with System Packs (couple of Solar Systems) and annual galaxy expansions with new mechanics, lore and content.

Your wallet doesn't determine your build.

Your decisions do.

THE ROAD AHEAD

Early Access Launch: Q1 2025 (Date TBD)

Year 1: 20+ new planets, endgame trials, world bosses, expanded crafting, PvP

Year 2+: New galaxies, deeper systems, community-driven features

This is a 5-year journey.

You're invited from the start.

Development is iterative, transparent, and player-focused.

AN INDEPENDENT & PERSONAL PROJECT

Hack the Stars is developed independently by LeandroSilva, a professional in software development, cloud computing, and information security.

Professional expertise guides the game's logic — not to simulate reality directly, but to create deep, coherent, and fun mechanics.

Every system exists for a reason.

Nothing here is decorative.

This isn't a hobby.

It's a commitment.

IT'S NOT ABOUT MASHING BUTTONS.

IT'S ABOUT DESIGNING SYSTEMS AND OPERATING AT THE LIMIT.

HACK THE STARS!

Enter the terminal. The universe is waiting.

JOIN THE NETWORK

Discord: []

Twitter/X: @playhts

Reddit: r/playhts

Share feedback. Shape development. Hack together.

Wishlist now to stay updated on Early Access launch.

The community shapes balance, progression pacing, and feature priorities. Core mechanics remain vision-driven, but implementation is collaborative."

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI-assisted tools may also be used during development for temporary voice-over drafts, sound exploration, and visual concept iteration, strictly as part of the production workflow.

Final voice acting, sound effects, music selection, visual assets, and UI elements are curated, edited, or replaced by the developer before release to meet quality, consistency, and licensing standards.

No AI systems generate live audio, voices, images, or visual content during gameplay.

All final in-game audiovisual content is authored, validated, and intentionally integrated into the game experience.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Intel i5-7500 / AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 960 / AMD RX 470 (4 GB VRAM)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Minimum:
    • OS: macOS 12 (Monterey)
    • Processor: Apple Silicon (M1) or Intel i5
    • Memory: 8 GB RAM
    • Graphics: Integrated (Apple Silicon) or Radeon Pro 560X
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Ubuntu 22.04 LTS or equivalent
    • Processor: Intel i5-7500 / AMD Ryzen 5 1600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 960 / AMD RX 470
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
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