Trace/Zero
TRACE//ZERO
A fictional terminal simulation about risk, identity, and the systems that watch you.
You are not hacking real systems.
You are not breaking into networks.
This is a simulation.
Inside a corporate sandbox environment, you’ve been hired to extract data fragments from a fictional test network. The deeper you go, the more unstable the system becomes.
Every action increases your trace.
Every decision changes the outcome.
How It Works
You interact through a terminal interface:
- map — scan the network
- focus — select a node
- link — establish connection
- probe — inspect deeper
- unwrap — extract fragments
- mask / purge — reduce your trace
Complete objectives.
Manage your trace level.
Reach the core.
Or don’t.
Multiple Endings
Your choices matter.
Push too aggressively and the system will contain you.
Play cautiously and you may uncover something deeper.
In some runs, the system may decide you’re more useful inside than outside.
There are multiple outcomes — including a glitch-driven finale.
Features
- Terminal-based gameplay
- Multiple difficulty modes
- Reactive trace system
- Soft-launch tested balancing
- Cinematic glitch ending sequence
- Fictional network environment (no real hacking)
Optional Learning Mode
For beginners, the game can guide you step-by-step, explaining:
- What commands do
- How networks conceptually function
- Why trace increases
- How defensive strategies work
You don’t need prior knowledge to play.
Version 1
This is the initial release of TRACE//ZERO.
More missions, deeper branching paths, and expanded network structures are planned.
Feedback is welcome.
| Updated | 8 days ago |
| Published | 14 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | inkFusionLabs |
| Genre | Simulation, Puzzle, Strategy |
| Tags | Hacking, Minimalist |
Download
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Comments
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Well, it's interactive and decent but I have no idea what I'm doing lol. I am interested in making a hacking game myself and wanted to see what you did. I feel this is too close to a sim and without a background in this stuff it feels overwhelming. I found myself clicking everything with all these popus and having no idea what was going on. I got stuck on step 7 commit of the tutorial. For me, not enough hand holding with how esoteric the material is. I tried several times to reconnect the node to the relay then typing commit.
Really appreciate you taking the time to write this — this is exactly the kind of feedback I need.
It’s v1 and I haven’t had any proper beta testers yet, so hearing that it feels overwhelming is super useful. The goal was tension and ambiguity, but it definitely shouldn’t feel like you have no idea what you’re doing.
Getting stuck on step 7 (commit after reconnecting the node to the relay) is especially helpful to know — that tells me the tutorial logic or feedback isn’t clear enough. I’ll take another pass at that section and probably add more explicit confirmation messaging or guided prompts.
The “too close to a sim” comment is fair too. I might need to add a more structured onboarding mode for people without a background in this stuff.
If you’re up for it — was it the terminology, the UI layout, or the lack of clear next steps that felt most overwhelming?
Thanks again. This genuinely helps shape the next update.
I think I was a little tuned out but there's a lot, a lot of words and buttons. I'm wondering if a guided tutorial that hides the other buttons until you need them? I didn't feel I was guided into any specific window. Theres "quests" on the left, plugins on the right, a terminal in the middle, and buttons on the bottom. I wasn't sure where to look or what to do exactly. Basically, eli5 for the rest of us! Seems very competent just over my head
That actually makes a lot of sense.
I think I’ve been staring at it for so long that I forgot what it’s like seeing it fresh. There is a lot on screen at once, and I can see how it just feels like “okay… where do I even start?”
The idea of hiding or locking stuff until you need it is probably the right move. Right now everything’s just there, which probably makes it feel like you’re expected to understand all of it straight away.
The eLi5 comment made me laugh but it’s fair 😅 That’s on me. I need to make the early part way more guided and obvious about what to click and why.
Really appreciate you explaining it properly instead of just bouncing. This helps a lot.