Scoring and grades
The formula, the five grade thresholds, and where the points actually come from.
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A shift you survive is scored. A shift you lose is not graded at all, and in the campaign it costs reputation.
The formula
shift score = uptime% × 100
+ incidents solved × 50
+ budget left × 0.5
+ speed bonus (0-25 per incident)
− hints used × 15
− wrong actions × 10
Uptime is read as a 0–100 value, so a 97.2% night contributes 97 points from that term — not 9700. It is weighted heaviest of the per-unit terms precisely because it is the thing the job is about.
Speed bonus
Resolve an incident within 30 seconds of it appearing and you get the full 25 points. The bonus decays linearly from there and reaches zero at 180 seconds.
This is where the difference between knowing the game and knowing it well shows up. Ten incidents resolved fast is 250 points; the same ten resolved slowly is zero, and 250 points is the entire gap between two grades.
Grades
| Grade | From |
|---|---|
| S | 1500 |
| A | 1150 |
| B | 800 |
| C | 550 |
| — | below 550: still a win, but no reputation gained |
Where points really come from
On a late night the incident count dominates: sixteen incidents resolved is 800 points before uptime or budget enters the picture. That is why a wrong action at −10 rarely decides a night on its own, but a slow night does.
The two penalties are small individually and are meant to be: a hint at −15 is affordable when you are genuinely stuck, and is free during the tutorial.
In endless mode the score is cumulative rather than per shift, with 250 points added for each shift survived, and the best ten runs are kept in a local table.