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Difficulty

What easy, normal and hard actually change — and what they deliberately do not.

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Three levels, and each one changes a small number of specific things rather than applying a vague multiplier to everything.

EasyNormalHard
Incident pace×0.7×1.0×1.4
Budgetfullfull×0.75
pause availablecampaign onlynono
hint availableyesyesno

Pace

The pace multiplier scales the interval between injections, and it stacks with the night's own multiplier. Hard on night ten is 1.4 × 2.7 — incidents arriving almost four times faster than night one on normal, before the finale's late surge.

Budget

Hard cuts the allocation to 75%. On night one that is $375 instead of $500, which is enough to change which permanent fixes are affordable and turns several decisions that were comfortable into genuine trade-offs.

What does not change

The shift is always ten real minutes. Thresholds, impact curves, the scoring formula and the grade boundaries are identical at every level. A hard S and an easy S are the same 1500 points — hard is harder to reach, not scored differently.

Choosing one

Easy exists so the campaign is learnable: slower arrivals and, on campaign easy, a working pause mean you can stop and actually read a rack you do not yet know how to read.

Hard removes the two supports at once — no hints and a quarter less money — so it is really a test of whether the log signatures are memorised. Balance measurement puts the intended struggle band at hard, nights nine and ten.