Flow of the Game
- Core gameplay loop takes place on a week-by-week basis. If no failure routes are taken, there are an infinite number of weeks.
- Usually, there will be some generic Story progression that takes place in the morning.
- After an optional Story you will have to complete a Work task. This is the only point where the player is allowed to save.
- Following the completion of a Work task, you have the option of a Work Life task. This can be skipped.
- Weekends are for Weekend Events and Weekend Emergency Events. More information below.
- There are bad endings which will result in your employment termination (or by quitting). The good endings will let you continue working.
Day | Pre-Morning | Morning | Afternoon |
Monday | Story | Work | Work Life |
Tuesday | Story | Work | Work Life |
Wednesday | Story | Work | Work Life |
Thursday | Story | Work | Work Life |
Friday | Story | Work | Work Life |
Saturday | n/a | Weekend Event | **Weekend Emergency |
Saturday | n/a | n/a | **Weekend Emergency |
Work
Team | Character | Theoretical Task | Skill | Code | **Hint Mode |
Programming | Ino | writing code | math | minigame_code | highlight the menu item |
Paperwork | Kanade | filling in paperwork values | english | minigame_paperwork | highlight the menu item |
Sales | Rika | making calls with customers | memory | minigame_calls | autocomplete all but last letter |
Security | Rin | "squashing" bugs | directional input | minigame_bugs | autocomplete all but last action |
- Work tasks consist of a mini-game to pass the time.
- Successful completion of a mini-game will incrase relationship value with the respective character
- Bonus relationship points earned on days when respective team member is instant_message::ONLINE or instant_message::BUSY.
- Not all tasks are unlocked at the beginning of the game. The player must agree to help the team during various story events. see Story Unlocks
Work Life
- Shorter side stories to learn more about characters.
- Might influence confession but mostly standalone.
Story
see story
Main story that will not modify relationships:
- unlocking department work ( see Story Unlocks )
- progress checkpoints ( see story_progress_checkpoints )
- adding work to backlog
- "random event" episodes (see story_episodes )
Weekend Event
- 1:1 event with team members.
- launched when relationship is high enough (see weekend_event::WEEKEND_REL_PROGRESS_MULTIPLIER )
- will be the highest possible character past threshold
- if completed, will result in large relationship gain (however, a conflicting Weekend Emergency might result in a large relationship loss)
Weekend Emergency (Emergency Event)
- triggered during a weekend event
- triggered highest non-current character
- if ignored, will result in large relationship loss
- if accepted, will result in large relationship loss of original weekend event character and large relationship gain of emergency character
also see: weekend_event::handled_event , weekend_event::handle_emergency