868-HACK
A roguelike about hacking a computer system for data.
868-HACK is a roguelike game from 2013, created by Michael Brough, who also handled its publishing. The player takes on the role of a hacking program inside a computer system, with the goal of collecting as much data as possible before a defense program wipes it out. The game was generally well-received by critics and earned a nomination for Excellence in Design at the Independent Games Festival, along with an honorable mention for the Seumas McNally Grand Prize.
The gameplay follows a dungeon-crawler structure, with rooms generated at random. The player, represented as a smiley face, moves across a 6×6 grid enclosed by circuit-board-like walls. Keys must be collected to unlock nodes for hacking. The visual style evokes early 1980s home computers. The cyberpunk setting implies hacking is done via dial-up, and enemies resemble those from Pac-Man. Players can fire lasers at foes, which have varying health (requiring 1, 2, or 3 hits to destroy) and each possesses one of four special abilities: moving over wall tiles, moving two tiles at a time, having three health, or turning invisible unless in the same row or column as the player. Each wall tile holds a reward that can be extracted, but also displays a number indicating how many enemies it will release when opened.
Development began in March 2013 as part of a seven-day Roguelike competition, where the game was initially called "86856527." Brough spent six months working on it, followed by four months of bug fixes, balance tuning, and porting. He recorded the sounds himself, which Gamasutra’s Leigh Alexander described as giving the game’s machinery a fascinating human quality. The iOS version launched on August 30, 2013, with Windows and Mac OS X versions following on January 27, 2015. An estimated 14,000 copies were sold on iOS. On July 23, 2017, the expansion "868-HACK – PLAN.B" added a new mode, new progs, and new power-ups.
Four months after the initial release, on December 17, 2013, Paste magazine named it "Mobile Game of the Week." Reviewer Aevee Bee called it a turn-based trainwreck—meticulously ordered, predictably random, and nearly always solvable. In November 2019, Polygon ranked it 42nd on its list of the 100 best games of the decade (2010–2019), and Paste placed it 29th on its list of the 50 best mobile games of the 2010s.
According to Metacritic, the game received generally favorable reviews.
Quick Facts
- Title
- 868-HACK
- Developer
- Michael Brough
- Platforms
- iOS · Windows · Mac OS X
- Released
- iOS · 30 August 2013 · Windows, Mac OS X · 27 January 2015
- Genre
- Roguelike
- Modes
- Single-player
Facts from the source article.
Lore & Background
Development of 868-HACK began in March 2013 as part of the 'Seven-Day Roguelike' competition, where it was originally called '86856527'. Michael Brough worked on the game for six months, then spent four months fixing bugs, tuning balance, and porting. He recorded the sounds himself. The game was released for iOS on 30 August 2013, and for Windows and Mac OS X on 27 January 2015. An expansion pack, '868-HACK – PLAN.B', was released on 23 July 2017, adding a new mode, new progs, and new power-ups.
The game takes place in a cyberpunk setting where hacking is done by dial-up. The player is a smiley face moved around a 6×6 grid shaped by circuit-board-looking walls. Enemies resemble those in Pac-Man and have special abilities such as moving on wall tiles, moving two tiles at a time, having three health, or turning invisible unless in the same row or column as the player.
Reader's Guide
868-HACK is significant as a critically acclaimed roguelike that adapts dungeon-crawling mechanics to a cyberpunk hacking theme. Its 6×6 grid and turn-based gameplay create a tight, challenging experience praised for its limitations and refined design. The game was ranked 42nd on Polygon's list of 'The 100 best games of the decade (2010–2019)' and 29th on Paste's list of 'The 50 Best Mobile Games of the 2010s'. It received nominations for Excellence in Design and an honorable mention for the Seumas McNally Grand Prize at the 2014 Independent Games Festival. Critics highlighted its difficulty, visual eccentricity, and addictive nature, with The Guardian noting it captivates by imposing limitations, and Edge Online calling it 'one of the smartest iOS games in some time'. The game's legacy includes its influence on mobile roguelikes and its recognition as a standout indie title of the 2010s.
Did You Know?
- The game was originally called '86856527' during the Seven-Day Roguelike competition.
- An estimated 14,000 copies of 868-HACK were sold for iOS.
- The game's enemies have four different special abilities, including being invisible when not in the same row or column as the player.
Gameplay & Design Philosophy
In 868-HACK, the player assumes the role of a small smiley-faced hacking program navigating a 6×6 grid shaped by circuit-board-style walls. The objective is straightforward in concept: collect as much data as possible before a hostile defence program wipes you out. The game unfolds as a dungeon crawler with randomly generated rooms, where keys must be gathered to unlock hackable nodes. Each wall tile conceals a reward but also carries a number indicating how many enemies will be released the moment it is opened, creating a constant risk-reward tension. The enemies, which bear a visual resemblance to Pac-Man characters, can be targeted with lasers. Most possess two health bars, though some carry three. Each foe wields one of four distinct special abilities: traversing wall tiles, jumping two spaces in a single move, having triple health, or remaining invisible unless sharing the player's row or column. The entire experience is wrapped in a cyberpunk aesthetic where hacking is performed via dial-up, and the pixel-art presentation deliberately evokes the look of early-1980s home computers.
Development & Release Timeline
Michael Brough first began building 868-HACK in March 2013 as an entry in the Seven-Day Roguelike competition, where it initially went by the placeholder name 86856527. What started as a week-long challenge evolved into a far more ambitious project: Brough spent six months developing the core game, followed by another four months dedicated to bug-fixing, balance tuning, and porting work. He also personally recorded all of the game's audio, a detail that Gamasutra's Leigh Alexander noted gave the title's forbidding machinery a fascinating human sound. The finished product launched on iOS on August 30, 2013, and reached Windows and Mac OS X players on January 27, 2015. An estimated 14,000 copies were sold on the iOS platform. Nearly four years after the initial release, Brough returned to the game with the PLAN.B expansion pack on July 23, 2017, which introduced a new mode, additional enemy programs, and fresh power-ups, extending the life of his compact roguelike well into a new era of mobile gaming.
Critical Reception
868-HACK earned broadly favorable reviews across the critical landscape, a consensus reflected on Metacritic. Will Freeman of The Guardian highlighted how the game captivates through deliberate constraint, calling every single move challenging and describing the title as visually eccentric yet far more refined and considered than it first appears. Pocket Gamer's Harry Slater labeled it an intriguing and unashamedly tough experience that offered a unique and engaging take on contemporary gaming trends, and the publication awarded it a silver award. Edge Online called it formidably tough and meticulously thought through, singling it out as one of the smartest iOS games in some time. Kotaku's Chris Person simply found it incredibly addictive, while The Verge's Andrew Webster praised its brevity and its perfect fit for a smartphone. Paste's Aevee Bee, in naming it Mobile Game of the Week in December 2013, described the experience as a turn-based trainwreck: a meticulously ordered, predictably random and nearly always solvable trainwreck of exploding and overwhelming complexity.
Legacy & Industry Recognition
Though it was a solo-developed title built in a matter of months, 868-HACK carved out a lasting place in gaming history. At the 2014 Independent Games Festival, it received nominations for both Excellence in Design and the Seumas McNally Grand Prize, ultimately earning an honorable mention for the latter—a notable distinction for a game born from a seven-day competition. Its influence on retrospective rankings speaks to its enduring appeal. In November 2019, Polygon placed it at number 42 on its list of the 100 best games of the 2010s decade, while Paste ranked it 29th among the 50 best mobile games of that same period. These placements, alongside the roughly 14,000 iOS copies sold and the 2017 PLAN.B expansion, underscore how a compact, dial-up-hacking roguelike could punch well above its weight. For Michael Brough, the game stands as a testament to what focused, constraint-driven design can achieve in the independent mobile space, proving that a small grid of six by six tiles can generate years of replayable, punishing, and deeply satisfying challenge.
Frequently Asked Questions
What is 868-HACK?
868-HACK is a roguelike video game designed and published by Michael Brough, first released on iOS in August 2013. You play as a smiley-faced hacking program moving through randomly generated rooms inside a computer system, trying to grab as much data as possible before a defense program erases you.
Who made 868-HACK?
Michael Brough handled both the development and publishing of the title himself, overseeing every aspect of its production. The game sits alongside his other short, tightly scoped indie releases.
What awards or recognition did 868-HACK earn?
It received a nomination for Excellence in Design at the Independent Games Festival and an honorable mention for the Seumas McNally Grand Prize. Critics generally praised its minimal yet deeply engaging design.
What platforms is 868-HACK available on?
The game debuted on iOS on 30 August 2013 and later arrived on Microsoft Windows and Mac OS X in January 2015. An expansion pack was released in July 2017, adding further content across those platforms.
How does a typical run in 868-HACK play out?
Each session follows a dungeon-crawl loop through procedurally generated rooms where you collect data nodes while evading a hostile defense program. Because the layout is random every time and a single hit ends the run, each attempt feels like a fresh puzzle.
More in Science fiction video games 1-24
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
