ONE MORE SHIFT

THE NIGHT
WORKSHOP.


Finding your saved night…

One More Shift

SHIFT 01 / 100 ChargePreparation
0/ 50 things30s
8coins

A fresh crew. Another questionable night.

Your crew0 Charge3 / 6 on the clock
Your crew. Their ridiculous demands.
0 / 3 missesConnecting your saved run…

ONE MORE SHIFT · CLOCKING IN

Start a new game.

Choose My cards or a Free crew, arrange your seats, then review your game.

Finish your first night to meet the rest of the night shift.

The opening shift

0 / 3 chosen

Tap two seats to move or swap. Neighbours share an edge.

8 coins for the night market

They’re coming to work, not leaving your collection. Prints don’t change battle stats.

Borrow a little competence.

Three fixed cards. Rearrange their seats freely. Choose My cards to bring different identities. Free crew cards are yours for this run only.

From your collection

TEN SHIFTS. ONE VERY LONG NIGHT.

Small crooks. Big problems.

Six petty nuisances. Four unreasonable bosses. Everyone has something for you to do.

OPEN LATE. NO QUESTIONS.

The night market.

Hire a coworker or improve the ones you have. Every card has three levels. Changes last for this run.

8 coins in your pocket

One open position. Nobody has to sit on the printer.

Choose a replacement.

Make things.
Make it weird.

  1. Build your crew.

    Choose up to three different cards from your collection and arrange them before starting with 8 run coins. Hire for 3 coins, upgrade to level 2 for 4, or reach level 3 for 7. Use the market or select a crew card to improve it.

  2. Find the good neighbours.

    Use Move / swap, then tap another position to rearrange. Cards activate on their own. Charge powers repeaters and burst cards. Neighbours can speed each other up or prime the next hit. Effects target the lowest numbered eligible neighbour.

  3. Defeat your opponent.

    Every thing your crew makes removes one point of the opponent’s demand. Meet the target within 30 game seconds to win immediately. Each attempt pays 4 coins, with 2 extra for a clear. A miss lets you improve the crew and retry. Three misses end the run.

Finish a night to unlock mixed enemy lineups. Clear all ten shifts to take Overtime: two crooks and a boss per block, with level 4 and 5 upgrades unlocked after its first two bosses. Keep three keepsakes, swap after bosses, or clock out between shifts to save your record.

The timer, card cooldowns and production use the same game clock. 2x runs them all twice as fast. Your selected cards stay in your collection. Incidents are jokes and have no effect on play.

SHIFT 01 · CROOK

Cache Goblin.

He has six hands, eleven stakeholders, and one tiny request that requires rebuilding civilisation.

Starting demand 50 thingsShift length 30 secondsDefeat condition Demand reaches zero

Each thing made removes one demand. The number is locked before you start: the opponent cannot move the goalposts. Taunts and incident reports never change your cards or the rules.

Choose owned starters or a free crew for this run. Hires and upgrades last for this run. Your run saves with your collection. Use its recovery code to continue on another device. Clear all ten shifts to earn one pack, at most once per UTC day. Hires and run coins stay in this night.

ONE MORE SHIFT / NIGHT OFFICE
Cache Goblin

Cache Goblin

DEFEATED
TARGET CLEARED

Somehow,
that worked.

387/ 50
things made

INCIDENT REPORT

Someone downloaded more RAM.

It worked. We are deeply uncomfortable.

Purely commentary. No gameplay effect.

Call it a night?

ONE COLLECTION. ONE RUN.

Your run moved on.

Another tab or device saved a newer run. Load it to keep playing with the crew and coins saved there. Your card collection is unchanged.