PROJECT HACK // HELP

Hacking & Servers

Server fields

Every server (except home) has:

FieldMeaning
hostnameUnique identifier used to target it
ipCosmetic IP address
securityLevelDisplayed security rating (currently cosmetic/flavor — not used in the hack formula itself)
moneyCurrent money available to steal
maxMoneyCeiling that money regenerates back toward
hackDifficultyDenominator in the success-chance formula — higher = harder to hack
requiredHackingSkillMinimum hacking level to attempt a hack at all
connectionsHostnames this server links to (used for the Network Map visualization)

home itself has money: 0, maxMoney: 0, requiredHackingSkill: 1 — it isn't a hacking target.

Hack success chance

hackChance = min(0.9, (player.hacking / server.hackDifficulty) * debuffMultiplier)
  • Capped at 90% no matter how far your hacking level outpaces the server's difficulty.
  • debuffMultiplier is 1 normally, or 1 - hackDebuffPercent/100 while a boss-fight hack debuff is active (see Boss Fights).
  • If player.hacking < server.requiredHackingSkill, the hack fails immediately with no roll at all (0% — the skill check happens before the chance check).

On a successful hack

  • You steal 10% of the server's current money, floored to a whole number: stolen = floor(server.money * 0.1).
  • That amount is deducted from the server and added to your money.
  • You gain a flat 10 hacking XP.
  • The server is put on a hack cooldown (see below) — you can't hack the *same* server again until it expires.

On a failed hack

  • Nothing is deducted, no XP, no cooldown is applied (cooldowns are only set on success).

Hack cooldown

After a successful hack on a server, that server enters a cooldown before it can be hacked again (by you). The cooldown length is a *global* setting, not per-server:

hackCooldownMs = max(500, floor(4000 * 0.8^cooldownReductionResearchLevel))
  • Base cooldown: 4000 ms (4s).
  • Reduced 20% per level of the "Hack Cooldown Reduction" research (see Research), down to a floor of 500 ms.
  • Only one hack (script or manual) can be in flight against a given server at a time regardless of cooldown — a second attempt while one is already resolving is rejected outright.

Server money regeneration

Servers regenerate money automatically over time, independent of hacking:

every serverRegenIntervalTicks ticks:
  server.money = min(server.money + server.maxMoney * 0.20, server.maxMoney)
  • Restores 20% of maxMoney per cycle (not 20% of current money), capped at maxMoney.
  • Regen interval starts at 1800 ticks (30 minutes) and is reduced by the "Server Reload Time" research: max(600, 1800 - 60 * researchLevel) ticks, i.e. down to a floor of 10 minutes.
  • This keeps running even while you're offline (see Offline Progress).

Accessibility

A server shows as accessible (green) on the Network Map when your current hacking level meets its requiredHackingSkill; otherwise it shows as locked (red). This is purely a level check — money and difficulty don't factor into whether you're allowed to attempt the hack, only into your odds and your take.