The manual

Work & rest

Placing a girl somewhere is the game’s central gesture. But a working girl burns down: Endurance drops fast, Happiness drops slowly and comes back slower still. Knowing when to pull a card matters more than knowing where to put her.

Assigning

There are two kinds of slots. A street is cheap, unlocks early, and offers no bonus: it is the starting point. A building spot costs far more, but carries footfall, gain bonuses, the venue’s client table — and implicit surveillance.

The catch

A girl on the street with no surveillance loses Happiness continuously, on top of the normal per-client loss. And the street is the venue that runs hottest: every client there leaves three times the Heat of a Private Mansion. It is not merely less profitable, it is actively costly. That is deliberate — it is what pushes you to build.

Each girl can have her spot reserved: a slot she prefers and where the game will put her back first. A post can be reserved by only one girl — the reservation is a commitment, not a label.

Fatigue

Perte_end = (enduranceLossBase + T_client + extra_client) × (1 − réduction) × (rue : ×1,25)

Big clients tire more: the client’s multiplier enters the loss directly. Reductions add up and are then capped at 60 % — the only cap there is, and what prevents infinite endurance.

Implemented in src/domain/kernel.ts

Big clients tire her more, since their multiplier enters the loss directly. Working the street tires her more than working inside.

Endurance thresholdWhat happens
80 and aboveIn shape. Some abilities only trigger above this threshold.
20 and belowExhausted: 25% less income, for as long as she stays on.
0She keeps working, but her Happiness erodes continuously. That is the spiral: exhausted, she earns less, and she turns unhappy.

Fatigue reductions add up, then are capped at 60%. It is the system’s only cap, and it exists so that no stack makes a girl tireless.

Happiness, for its part, drops per client served, not per minute:

Perte_bonheur = bonheurLossPerClient × (1 − réduction), par client servi

Happiness drops per client, not per minute: a busy spot wears mood down far faster than a quiet one over the same period. That is the real hidden cost of good locations.

Implemented in src/domain/kernel.ts

Worth knowing

The consequence is counter-intuitive: the best spot in the game wears her out fastest. A busy slot serves more clients, hence burns more mood over the same period. The spots that pay most are the ones to rotate most often.

Rest

Regain/min = taux_du_lit × (1 + 0,1 × (niveau_bâtiment − 1)) × (1 + bonus_Confort)

A rest ends when Endurance is full — that is what a bed is for first of all. Every bed has its own rate, improved 10 % per building level. Happiness stays a top-up: none at HQ, one to four points per full rest in paid beds depending on tier and level — never enough to offset a shift, which costs close to five. The best beds also grant a buff, whose timer only starts on redeployment.

Implemented in src/server/game/service.ts

Rest restores Endurance above all. This is the most important point in this chapter: a paid bed also returns a little Happiness, but never as much as a shift spends — it slows the fall, it does not reverse it. The remainder is bought — bonuses, items, PimpChat, special requests.

A card is rested as soon as her Endurance is full: she gets up on her own and returns to the pool. HQ hosts for free with unlimited space, at 0.7 Endurance per minute and no Happiness. It is the safety net, deliberately mediocre: it prevents a dead stop, it does not restore a card.

Rest buildings restore Endurance far faster, but have a limited number of beds — and the faster the bed, the more shifts she runs, so the more Happiness she burns. All of them also return a little mood, from one point per full rest in the first dormitory to over four in the best, and the top tiers grant a buff on redeployment.

Worth knowing

A rest buff’s timer only starts when you redeploy the card, not when the rest ends. Nothing is lost by leaving her in bed — you never waste a buff by oversleeping.

A rest building also opens a Surveillance post: the night watch fills the beds for you. See “Stewards” below.

Stewards — the Shadow Path

A girl who chose the Shadow Path at Stage II can take a post instead of working. It is a job in its own right: she no longer earns directly — she improves everyone around her. She does go on Trials, Contracts and the Midnight Pass like anyone else, on one condition: being free. A steward on post cannot be fielded; free her from her card, exactly as you would bring a worker in off the street.

PostHer perimeterWhat she brings
SurveillanceHer choice: the street slots of her district, or the beds of one rest building.On a district: slows the rise of Heat — she does not lower it, nothing does except the Police page —, cuts arrest risk and defends against poaching. On a rest building: never leaves a bed empty — whenever a spot frees up, she fetches from HQ the rarest girl who still has something to recover — and her rest aura, if she carries one, benefits her dorm.
ManagementThe spots in her building.Gain bonus, less fatigue, less Happiness loss, more footfall.
TrainingThe training building she is posted in.Speeds up sessions and Academy XP — and signs up by herself the free girls the building can still improve.
RecruitmentThe agency.Improves draws and recruits’ starting mood.

Worth knowing

Management is a whole category of the multiplier stack, and it is almost always the one left empty. Posting a first manager in your best building pays more than levelling that building up.

A steward wears down too, but differently: not per client, but by time spent on post.

Endurance = clamp( Endurance − postEnduranceLossPerMin × minutes_postées ; 0 ; max )

A steward’s wear is computed in closed form, not tick by tick: it stays exact even after a long absence. At 0 she keeps her post but all her effects drop — her perimeter simply stops turning, with no message at all.

Implemented in src/domain/kernel.ts

The catch

At 0 Endurance a steward keeps her post but all her effects drop. Nothing warns you: your management bonus vanishes, your district stops being watched, and the screen looks exactly the same. This is the failure to know about.

The Roster’s Stewards tab has its own bulk gestures, twins of the work ones: *all on duty*, *all to rest* and the *bonus*. Putting them on duty serves the rarest first — each on the post she reserved, otherwise on the one where she weighs most — and always starts with building management and district surveillance, the only two posts that hold a production perimeter. A steward already on duty is never moved: relieving her is your call.

Automation

The game can handle the routine for you. Automation collects satchels, rests girls who are spent, redeploys them once recovered, and rotates steward posts.

  • Collection — the satchel is banked from 80% full.
  • Rest — below 25 Endurance.
  • Benching — below 35 Happiness she is pulled off work and returned to the pool. A bed would not heal her; in the pool, at least, she stops wearing down while she waits for you.
  • Redeployment — above 50 Endurance, to her reserved spot first.
  • Post rotation — every 15 minutes, and immediately on taking a post: the worn steward goes to rest, a fresh one replaces her.
  • Night watch — a watcher posted on a rest building fills its beds from HQ, rarest first. She evicts no one: she waits for a spot to free up.
  • Continuous training — a trainer on post signs up the free girls her building can still improve, keeps them there as long as they progress, and sends them back to rest once they max out at their stage.
  • End of a session — a girl who finishes training goes to bed, not back to the pool: a session does not rest her, she would come out with the Endurance her street left her.

The catch

Continuous training is the only automation that spends. It only takes the girls no spot wanted — work is always served first — and never commits more than 50% of your cash per pass. It has its own switch, next to the master one.

Worth knowing

Automation is the answer to the burnt-out steward trap: without it, you have to remember every few hours. With it, the perimeter never stops turning.