HackHub Ultimate Hacker Simulator Code++ Programming in HackHub
Write in-game automation that survives randomized missions and patch updates.
Code++ is HotBunny’s domain-specific language for HackHub Ultimate Hacker Simulator—think structured scripting against the game’s terminal and mission APIs rather than Python on your desktop. It arrived in public builds ahead of the August 1, 2026 version 1.0 Steam release (app 2980270) and now powers player automation, training scenarios, and many Steam Workshop submissions. This is in-simulation programming, comparable to modding SDKs in other titles—not Roblox exploit scripts or external memory editors.
You should already be comfortable with manual tooling from the Commands Reference and at least one full recon-to-shell loop using Nmap and Metasploit. Code++ wraps those binaries; it does not replace understanding randomized targets emphasized in Getting Started. For a paced video demo of challenge-style automation, see HackTheCube — this page focuses on language syntax and APIs.
Language goals and constraints
Code++ prioritizes:
- Calling whitelisted terminal commands with structured arguments
- Reading mission JSON/config exposed to the script runtime
- Logging output to in-game files for debugging
- Declaring multiplayer compatibility for 1.0 online modes
It deliberately omits open sockets to your real LAN, arbitrary filesystem access on your PC, or process injection into unrelated applications. If an API feels missing, check official HotBunny docs linked from Community Links before attempting unsupported hacks.
Project layout inside the game
Scripts typically live under your operator workspace:
~/codepp/
recon_scan.cpp
lib/
targets.cpp
logs/
latest_run.txt
File extensions vary by toolchain flavor shown in the UI—.cpp style is common in examples. Open the in-game Code++ IDE from the desktop icon or mission prompt, create a project, and attach it to your virtual user.
Hello terminal
A minimal script executes a shell command and captures output:
use Terminal;
function main() {
string iface = Network.primaryInterface();
Terminal.run("ifconfig " + iface);
string result = Terminal.lastOutput();
Log.write("logs/iface.txt", result);
}
Network.primaryInterface() illustrates the preferred pattern: ask the game for interface names instead of hardcoding eth0 when randomized VM layouts rename adapters.
Parameterized recon example
Wrap Nmap discovery without embedding stale CIDR values:
use Terminal;
use Mission;
function main() {
string cidr = Mission.getObjectiveNetwork(); // briefing-provided range
if (cidr == "") {
Log.error("No network in briefing");
return;
}
Terminal.run("nmap -sn " + cidr + " -oG logs/discovery.gnmap");
foreach (string line in File.lines("logs/discovery.gnmap")) {
if (line.contains("Status: Up")) {
Log.info(line);
}
}
}
When Mission.getObjectiveNetwork() is unavailable on older saves, parse the mission journal file with File.read() and regex—still better than copying walkthrough IPs.
Chaining Metasploit and cracking
Advanced scripts set up handlers then launch modules:
use Terminal;
use Network;
function startHandler(int port) {
string lhost = Network.localIPv4();
string cmd = "msfconsole -q -x \"use exploit/multi/handler; "
+ "set PAYLOAD linux/x64/meterpreter/reverse_tcp; "
+ "set LHOST " + lhost + "; set LPORT " + port + "; exploit -j\"";
Terminal.runAsync(cmd);
}
Keep async jobs small—long-running Metasploit automation belongs in scripts only after you can do the same steps manually per the Metasploit Framework page.
Schedule Password Cracking similarly:
Terminal.run("hashcat -m 0 -a 0 loot/hashes.txt wordlists/mission.txt --outfile logs/cracked.txt");
Debugging techniques
- Verbose logging — Mirror every
Terminal.runtologs/with timestamps. - Dry-run flag — Wrap dangerous calls in
if (Mission.debugMode())during development. - Unit missions — HotBunny sometimes ships sandbox contracts to test API calls without failing story saves.
- Compare with shell — When output diverges, run the same command manually in the Commands Reference environment to see raw errors.
Multiplayer and Workshop packaging
Mark scripts with metadata blocks before uploading to Steam Workshop:
#pragma meta title "Subnet Discovery Helper"
#pragma meta mp_safe true
#pragma meta requires "1.0.0"
Post-1.0 PvP instances may reject mods missing mp_safe when automation affects shared flags. Read Full Release 1.0 for multiplayer scripting notes.
Story integration
Missions like Journalist’s Sister occasionally require delivering a Code++ solution—fix a broken script, implement a missing function, or optimize runtime under a timer. Treat those beats as puzzles: read starter files in the mission folder, identify TODO comments, and test against sample input the briefing provides rather than global constants.
Performance tips
- Batch terminal calls instead of spawning fifty sequential processes.
- Sleep between Hydra attempts when scripts wrap Password Cracking to avoid VM throttling.
- Clear
logs/between runs on low virtual disk space.
Patch discipline
API additions or deprecations appear in Updates Hub entries and https://docs.hotbunny.dev/hackhub/. Pin #pragma meta requires to minimum game versions so subscribers on older Early Access branches get clear errors instead of silent failures.
From script to published mod
Once stable:
- Remove hardcoded test CIDRs.
- Document expected mission types in header comments.
- Export through the Workshop wizard (Workshop guide).
- Link back to wiki tool pages in your Steam description so users understand dependencies.
What Code++ is not
It is not a license to attack real networks, not a Roblox executor, and not a bypass for story objectives in ranked PvP. Stay inside HotBunny’s API surface and treat scripting as professional automation within the fiction—you are the operator optimizing your toolkit, not breaking the fourth wall with malware.
Build one parameterized recon script on your current save, run it on two different randomized missions without edits, and you will understand why Code++ rewards process-oriented players more than copy-paste artists.
Frequently Asked Questions
Quick answers to common HackHub questions.
Is Code++ the same as C++?
It uses C++-like syntax for familiarity, but APIs are HackHub-specific. You cannot compile Code++ into external PC programs.
Can scripts replace learning terminal tools?
No. Randomized missions still require understanding Nmap, Metasploit, and crackers when scripts encounter unexpected output.
Do Code++ programs work in multiplayer?
Only when marked multiplayer-safe and allowed by the session. Check mod metadata and the 1.0 release notes.
Where is the official API list?
HotBunny publishes documentation at docs.hotbunny.dev/hackhub, also linked from the Community Links wiki page.