How to play · 2 minutes
Customers arrive in waves
You run an app, for example your shop. Customers use it all day. Sometimes a lot of them arrive at the same time. That is a wave.
The game counts customers per second. One customer is one request to your app, like a shopper opening the checkout.
Your job: serve every customer on time, without paying for servers you don't need.
Quiet at first, then a rush, then calm again. Every team gets the same waves.
Purple is demand, black is what you can serve
The purple area is customers arriving. The black line is how many customers your instances can serve on time.
Black above purple: everyone is served. Purple above black: there is not enough room, and customers pay for it.
- Amber: kept waiting. A slow answer. It costs $0.25 per customer.
- Red: lost. An error, or no answer after 5 seconds. It costs $1 per customer.
- Dashed and dotted lines: your max and min instances.
More customers need more instances
Your app runs on instances: copies of the app on servers in the cloud. One instance serves about 48 customers per second on time.
When more customers arrive, the autoscaler starts more instances. A new instance needs about 10 seconds to start. Until it is ready, it serves nobody.
So you need enough instances ready before the peak, not after it.
You also choose CPU and RAM for each instance. More CPU: each instance serves more customers (about 120 per second for a full vCPU, a bit less on time). More RAM: a busy instance can keep customers waiting in a queue instead of losing them.
- 1. Customers riseThe CPU of your instances goes up.
- 2. Instance askedThe CPU passed your scale-up trigger.
- 3. StartingAbout 10 seconds. It serves nobody yet.
- 4. ReadyIt serves customers, and costs money until it stops.
Get the black line above the wave
Turn a knob: drag it, scroll, or use the arrow keys. The wave replays each time.
- No customer lost (no red)
- Almost nobody waits (amber under 3%)
Loading the wave…
Lose less, spend less
Each wave has two costs: the money you lose (customers kept waiting or lost) and your cloud cost (every instance, every second, even when it waits for nothing).
Your score goes up when both go down. Each league also has a budget per wave. If one wave of a run goes over it, the run does not count.
Your turn
That's the whole game. Now practice on the waves of your league: a practice wave replays each time you move a lever, as often as you want.
You can open this tutorial again from How to play in the control room, or read the full player manual and the FAQ.
- Purple above black means customers wait (amber) or are lost (red).
- New instances need about 10 seconds. Have them ready before the peak.
- Max instances limits what you can serve and what you spend.
- Lose less, spend less, and stay under the budget.
