Part 1 / 11
Your first rig
PIPKO is a game about one small island and the computers on it. Every rig you place delivers op/s, and op/s is what the island runs on. This chapter gets the first machine switched on.
Starting Bits
100
practice credits
First grid
60 W
shared by every rig
Starting energy
1 kWh
battery holds 1.5
Place a starter rig
Open the practice build, select plot 1 and look at the ready rigs in the Market. Only plot 1 is open at the start, and your first ready rig costs half its price. With 100 Bits the obvious pick is the Pocket: it fits the first grid level and runs cool.
| Ready rig | Tier | op/s | Watts | Hottest chip | List price |
|---|---|---|---|---|---|
| 1 | 1.8 | 33 | 56 °C | 44 Bits | |
| Brick | 2 | 8.6 | 82 | 80 °C | 86 Bits |
| Tower | 3 | 27.2 | 165 | 66 °C | 322 Bits |
| Twin | 4 | 64.4 | 290 | 71 °C | 860 Bits |
| Forge | 5 | 178 | 457 | 70 °C | 2,806 Bits |
| Summit | 6 | 338 | 581 | 80 °C | 5,074 Bits |
One welcome per island
What a running rig does
A switched-on rig delivers op/s as long as three things hold: its parts form a valid build, the grid has room for its watts, and the shared battery is not empty. Output turns into Bits at 0.1 Bits per op/s every second. One second of play counts as one minute on the island, so dust, energy use and the builder move at that pace.
Where your island is saved
The practice build keeps your island in this browser’s local storage and saves every few seconds. Close the tab and come back later: up to 30 minutes of time away is credited, and the battery still runs down while you are gone. Clearing site data or using another device starts a new island. Nothing is sent to a server and no wallet is involved.
What to do next
- Queue grid level 2 with the builder so a Brick can run.
- Raise the workshop to open plot 2.
- Keep an eye on the energy cell in the top strip; refill before it reaches zero.