PIPKO
Game guide▶ Play

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 rigTierop/sWattsHottest chipList price
Pocket11.83356 °C44 Bits
Brick28.68280 °C86 Bits
Tower327.216566 °C322 Bits
Twin464.429071 °C860 Bits
Forge517845770 °C2,806 Bits
Summit633858180 °C5,074 Bits

One welcome per island

The half-price welcome applies to the island’s first ready rig only. Buying parts or building a custom rig does not use it up.

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.
PIPKO guide · First stepsNumbers match the current practice build