Fill the documents. Tap the phones. Figure out who to trust.
Players gather in the main menu before the game starts. A parkour area keeps them busy while waiting; outfits can be customized but stay hidden until the game begins — no early reveals.
Room number = phone code. Call other employees to get info — or feed them lies. Hide your identity with the voice changer.
Every round you fill documents at your desk. Correct checkbox = points. But where does the info come from? Was that call even trustworthy?
Fill documents in room mode, socialize in lobby mode. Secret talks in the smoking room, strategy at the coffee machine.
The Manager checks documents. Correct paperwork = +50 money, wrong paperwork = -50 money. If they climb above 500 they win — and nobody wants them to learn anything.
The sabotage role. Steals documents, spreads misinformation, hacks doors.
The neutral role. Makes their own calls — can play for any side.
The good role. Can bluff, but usually earns points the honest way.
Call other rooms with desk phones. Room number = phone code.
Hack doors, steal documents, crack mini safes.
Guilty or innocent? Decide by vote.
Call a meeting for critical decisions.
Infects people. Studies and learns tasks. Can corrupt a task right after an employee completes it, blocking their points. Earns points by infecting everyone in the lobby. The hacker + alien combo may get extra hack attempts.
Can tap phone lines and inject static. Door-hacking talent comes with 5 attempts. The most dangerous information-gathering tool — but everyone watches you with suspicion.
A fired player doesn't leave the game; they definitely can't win and count as lost. Still, they can interfere from home: send emails, breach the system and eavesdrop on conversations, stir up trouble, or try to skim money through mini tasks. This section is a prototype idea, not a final mechanic.
A random 4-digit code is generated when the page loads. You have 5 attempts. Each try, the system gives character-by-character feedback: + correct, - move it, x not in the code.
Sit at your desk, fill documents. Call other rooms by phone.
Socialize, sabotage, grab coffee, talk secretly in the smoking room.
Call a meeting by vote. Interrogate suspects, make decisions.
Documents are reviewed by the manager. Points are handed out.
Fired players can't win. Highest score takes it. Next round begins.
| Each correct approval | +50 money |
| Each wrong approval | -50 money |
| If they send 0 correct | -100 money |
| Meeting call | -200 money |
| Correct checkbox | +1 point |
| Sudden task bonus | +50 points |
| Fired player | DEFINITELY LOSES |
| Fired player's effect | Likely ghost mode |
| Even low scorers | can come back |
Focus boost. Temporarily increases your info-gathering speed.
Adrenaline burst. Extends task time, but beware the jitters.
Smoking-room access card. Grants entry to private talks. A pickpocketing target.
Keeps your documents safe. Theft-proof, but opening it costs you time.