Mechanics
The loop, the fleet, the resources and how a night is scored.
Articles in this section
- The game loopWatch, diagnose, act, confirm — the thirty-second cycle the whole night is made of.
- Servers and the fleetFive roles, the processes they run, the thresholds that colour them, and how the rack grows.
- ResourcesBudget, bandwidth, uptime and reputation — what each one is for and how it is spent.
- Incidents at a glanceHow incidents are chosen, when they arrive, and how many can run at once.
- Escalation and SLA debtWhy ignoring an incident costs uptime directly, and why the grace window shrinks every night.
- Scoring and gradesThe formula, the five grade thresholds, and where the points actually come from.
- DifficultyWhat easy, normal and hard actually change — and what they deliberately do not.
- Determinism and seedsWhy the same seed produces the same night on every device, and what that buys you.