The night shift
Midnight to eight in the morning, about ten real minutes, and two ways it can end.
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A shift is the unit of play. It begins at 00:00 and, if you keep the fleet alive, ends at 08:00. Everything — the score, the grade, the campaign's sense of progress — is scoped to one night.
The clock
The simulation advances in fixed steps of 250 milliseconds, and each step moves the in-game clock forward twelve seconds. A full shift is 2400 steps, which works out to ten minutes of real time at normal pace. That ratio is fixed; difficulty changes how much happens inside those ten minutes, never how long they last.
Fixed steps are also why the game is reproducible: the same seed plays out the same way on any device. See determinism and seeds.
How a shift ends
| Ending | Condition |
|---|---|
| Sunrise | You reach 08:00 with the fleet still serving. The shift is scored and graded. |
| SLA breach | Average uptime falls below 50%. A 120-step grace period at the start keeps an early stumble from ending the night instantly. |
| Total outage | Every server in the fleet is down at once for a full 60 seconds. |
Losing is not a soft failure. In the campaign a lost shift costs reputation, which means a smaller budget the following night.
Uptime is the spine
Almost everything routes through one number. Uptime falls when servers go down and when latency climbs, and it falls again — separately — when an incident sits unresolved past its grace window. It is both the lose condition and the largest term in the score, so a night spent protecting uptime is a night spent protecting the grade.
What carries between nights
Nothing about the fleet carries over — every shift rebuilds it from the night's plan. What does carry, in the campaign, is reputation: a meta-resource that converts into extra budget on the next night. See the campaign.