Unofficial Fan Wiki · Demo & launch info
868-BACK Wiki
The fan-made strategy guide for dismantling MegaCorps — systems, combat, builds, and run planning in one place.
// Game Overview
868-BACK is a computer-hacking strategy roguelike from Michael Brough (868-HACK) and Finji. You infiltrate corporate servers on a 6×6 grid, siphon data as currency, steal Progs (hacking powers), equip Devices that rewrite rules, and burn Scrips for one-shot plays — all while hostile tasks swarm the sector. Your long campaign targets the lost Mainframe across roughly 36 servers and three in-game weeks, with branching paths and multiple endings.
Why players need a wiki
- High mechanical density in a tiny grid — every siphon and step has consequences.
- Sequel systems (Devices, Scrips, modular Prog chains) stack on 868-HACK fundamentals.
- Risk-is-yours design: greed spawns waves; corners and invisible enemies punish autopilot.
- Steam has no community guides yet — centralized reference helps before and after launch.
Core fantasy
- Sneak into servers, steal glittering data, expose Megacorps.
- Trade with cyborg gulls, boost the bass, find the Mainframe.
- Dismantle capitalism one server at a time — disconnections reset your momentum.
// Getting Started
First session goals
- Download the Steam demo and complete the in-game tutorial — it teaches standing ground with minimal tools.
- Ignore score chasing; finish a clean sector and learn siphon → spawn risk.
- Pick one Device that matches your playstyle (e.g. ranged focus vs virus spread).
- Bank a few versatile Progs before pushing MegaCorp servers.
Demo scope (verified)
The public demo includes tutorial flow, early servers, Device and Scrip introductions, and representative Prog pickups. Full campaign (36 servers, three weeks, late MegaCorp clusters) ships with the retail build. Mechanics labeled “retail TBD” below may change before launch.
Do you need 868-HACK first?
// Core Systems
Data (currency)
Data is money on the server floor. You spend it in shops, on Progs, and to fuel powerful effects. MegaCorps hoard information; reclaiming it funds your build. Greedy collection without a plan is the fastest route to disconnect.
Progs (powers)
Progs are illicit programs stolen from Megacorps. Most are new or heavily remixed versus 868-HACK; some classics return. Many support modular chaining — sequencing effects for combo “brainfeel” similar to programming without writing code.
| Example | Role (demo / press) | Status |
|---|---|---|
| .TROJAN | Deceptive / delayed payoff tactics | Demo mentioned |
| .LAG | Tempo control, enemy delay | BackerKit |
| .SPAM / .FORK | Bold area or split effects | BackerKit |
| .BIND / .LOOP | Programming-style sequencing | BackerKit |
| .RESET | Panic button — few spawns (HACK lineage) | HACK proven · BACK TBD |
Devices (passive rule rewrites)
Devices persist across sectors like artifacts in deckbuilders. They modify rules — not single buttons. Stack quirky synergies: /glitch through walls, /echo duplicate prog effects, /widen siphons, /bank credits, and more (BackerKit).
Scrips (one-shot copies)
Scrips are consumable duplicates of prog abilities. Use them to spike power for one critical turn without permanently clogging your bar — excellent for boss sectors or emergency clears.
Siphon risk loop
| Situation | Suggested play | Note |
|---|---|---|
| Early sector, weak build | Siphon only to afford key Prog | Score irrelevant on first runs |
| Mid sector, 3–5 strong Progs | Target dense resource tiles | HACK: floor 3 often dense — verify in BACK |
| Low HP, many threats | Stop siphoning; use retreat & parity | HACK-proven tactics; BACK may add twists |
| Pre-exit | Consider exit without enemy turns | Parity flip technique from HACK |
// Combat & Enemies
Grid & turns
Combat plays on a 6×6 server grid with walls, floor resources, transmissions, and spawning tasks. Turn order and parity flips matter: attacking, siphoning, retreating, and exiting can all shift who moves next. Corner tiles are dangerous because retreat paths collapse — a lesson carried from 868-HACK.
Enemy reference (868-HACK baseline + BACK demo)
| Type | Behavior summary | BACK notes |
|---|---|---|
| Glitches | Move through walls when given bad choices | HACK parity tactics apply |
| Viruses | Extra movement; seek ranged shots | High priority targets |
| Daemons | Multiple hit points | Focus fire or Prog burst |
| Hidden Files | Invisible until shared row/column | Demo: invisible spawn until revealed |
| Hostile tasks | Generic spawned pressure after siphon | Tutorial horde showcase |
// Prog Builds & Combos
Chaining mindset
Think in sequences: Device sets up rule → Prog A softens → Prog B finishes → Scrip duplicates the finisher. Modular progs reward planning one turn ahead, not spamming the highest damage button.
Starter synergies (theorycraft)
- /echo Device + burst Prog — duplicate payoff windows.
- /widen + siphon-heavy turns — more data per risk event (dangerous but lucrative).
- /glitch + wall-reliant sectors — skip impossible geometry.
- .LAG + virus-heavy floors — buy time to reposition.
- Scrip copy of defensive Prog — survive disconnect threshold.
// Run & Campaign Structure
Macro loop
- ~36 servers across a three-week calendar (press kit).
- Branching paths with multiple endings — choices matter across the campaign.
- Disconnected too often → run momentum resets; treat disconnects as failure states to manage.
Server choice model (demo observation)
Unlike some roguelikes that remove unchosen nodes forever, BACK can keep skipped servers on the board while you explore elsewhere — you may return to earlier options (e.g. Utility University vs Public Zone). MegaCorp-linked server chains (e.g. Goblin Software) are harder and narratively grouped — save them until your build peaks.
MegaCorps
The Big Three defend the path to the Mainframe. Expect stronger progs, nastier device checks, and higher disconnect pressure. Standard servers act as practice; MegaCorp clusters are spike difficulty gates.
// Tips & Advanced Tactics
Beginner
- Finish a run before chasing leaderboards — unlocks power long-term.
- Collect 3–5 strong Progs, then siphon resource-dense areas.
- Use tutorial invincibility moments to learn Device toggles proactively.
- Identify invisible enemies by spawn position; probe row/column before advancing.
Advanced (868-HACK lineage)
- Parity flips: force enemies into bad move choices by retreating diagonally.
- Block with other enemies to steal enemy turns — especially near corners.
- Exit sector without giving enemies a turn when possible to reset threat.
- Warp-style skips (if .WARP or equivalent returns) for floor 8 rush — retail TBD.
// 868-BACK vs 868-HACK
What carries over
- 6×6 grid, turn tactics, siphon risk, corporate hacking theme.
- Some Prog names and enemy archetypes.
- Score-attack DNA after you learn to survive.
What is new
- Campaign scale: weeks, ~36 servers, endings.
- Devices (persistent rule mods) and Scrips (one-shots).
- Modular prog chaining and remixed roster.
- Server map with persistent unchosen nodes; MegaCorp chains.
- More detailed tutorial and gentler onboarding per developer FAQ.
// FAQ
When does 868-BACK release?
Is there a demo?
What languages does the game support?
Will it come to iOS?
Is this wiki official?
// Official Links
Support the developers directly. This wiki is unofficial and not affiliated with Finji or Michael Brough.