Operating rules / five systems
Systems
Five rules decide whether a lobby gets out. Four of them are documented mechanics; the fifth is the social one, which is the only rule the game does not enforce for you.
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01 / MovementStamina, Climbing and Recovery
Three movement rules decide most chases: climbing drains a finite stamina bar and running out drops you off the wall; sprinting drains stamina until y...
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02 / Run LoopThe Tribute Quota
A run is a haul with a deadline attached: parts and resources are collected from the facility, handed over, and the team is expected to reach a Tribut...
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03 / StructureProcedural Factory Layout
The Voice alters the factory’s layout between runs, so the building is procedurally generated rather than memorised. Route knowledge transfers as voca...
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04 / ProgressionThe Perm-A-Lounge Computer
Progression is tracked and rewards are inspected on the Perm-A-Lounge computer, which is also where the company’s secrets are uncovered between runs. ...
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05 / TeamPlaying Solo or With Seven Friends
The store page puts the lobby at solo or 1-7 friends, eight total — one slot per Critter in the roster. That cap shapes the run: with eight players a ...
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Console / haul counter
How much of a run is committed
Banked parts cannot be lost in a corridor; carried parts can. Move the slider to see the trade: the more of the quota you are still carrying, the more a single chase can undo. Proportions only, because no official quota value has been published.
- Banked: safe from a chase
- Carried: lost with the carrier
- Quota rises each round