// Facility Safety Program
Server Floor is committed to a zero-incident workplace. Report all printer activity to your supervisor. Do not engage printers without equipment. The breakroom counter is updated automatically, and in no other way.
Laminated breakroom safety poster
0
Days since last
printer incident

01 Welcome to the Floor

Server Floor employee handbook
Employee
Handbook
Employee handbook, rev. 3.1 — issued at hire

Congratulations on your hire. Server Floor operates a large distribution facility, and your job is to keep it running: work the repairs, move the freight, and handle anything on the floor that management has classified as an ongoing equipment situation. The pay is in gold. The benefits are experience. Both are literal.

This packet covers your first shift and nothing more — the facility does not believe in spoiling its own onboarding. Everything past the first floor is documented, if at all, in the Field Notes.

No download, no install
Server Floor runs in your browser — desktop, laptop, phone, or tablet. There is nothing to install and no launcher. You click one button and you are on the clock.

02 Clocking In

Applications are open
Choose a permanent callsign and clock in. The first shift starts in the break room, where the equipment is issued and the paperwork becomes somebody else’s problem.

New technicians choose a permanent callsign before reporting to the break room. Existing crew can CLOCK IN with the callsign already on file. HR has misplaced the temporary badges and, briefly, HR.

Your progress saves automatically. You'll wake up in the break room: the safe zone at the heart of the floor. Nothing in the safe zone can hurt you. It is the only place in the building with that property.

Press Enter at any time to talk in chat. The other people on your shift are real, and most of them remember their first day.

03 Moving Around

Move with WASD or the arrow keys. Your mouse aims — where the cursor points is where your attacks and tools go. Press B to toggle sprint. It burns stamina, and stamina is also what your swings run on, so budget accordingly.

Zoom with + and -, reset with 0. Your zoom and window layout are remembered between shifts.

Movement is fast here
You slide freely around the floor — there's no grid, no stepping tile-to-tile, no waiting for your character to catch up. If it feels quick on your first shift, good. It's supposed to. Lean into it.

04 Staying Alive

Two bars run your life: HP and stamina. When either runs low, disengage. Hold R to recover HP and stamina when the room has stopped trying to kill you.

Keep a med kit on your quick-slot: assign a consumable to Q from your inventory, then press Q mid-fight to use it without breaking stride. If your HP does reach zero, you wake up back in the break room. Workers' comp here is instant, mildly humiliating, and unlimited.

05 Dispatch & Repairs

Press T for UptimeWatcher DISPATCH. New technicians begin with sector directions, compass text and a world-map route. Repair the first Cave relay to reach Known standing and earn the GPS module; install it when you want cyan breadcrumbs.

DISPATCH lives on the UptimeWatcher laptop, a draggable window like the rest. Route a job and its sector shows in your Headnode cuff and on the compass until you get there.

E is your do-the-thing key everywhere: work the repair, talk to the vendor, climb into the forklift, use whatever's in front of you. When in doubt, stand next to it and press E.

UptimeWatcher laptop on the DISPATCH tab, with a START HERE tag on the Relay CN-07 repair node in the Cave Network
In-game capture — DISPATCH tags the first ready job START HERE
DISPATCH with Relay CN-07 routed, the active route listed at the top of the tab
In-game capture — Relay CN-07 routed; the cuff footer reads the way there

06 Company Equipment

The floor's equipment situation will find you before your first ticket is done. Swing whatever requisitions issued you with F — or simply walk into the problem, which counts as a swing and is frankly the house style. Each weapon has its own rhythm; you'll feel it after a few swings.

Soon you'll carry gadgets — company-issue field tools in two slots. Fire slot one with G or left click, slot two with V or right click; hold to keep firing. What the gadgets are is between you and requisitions, but the orientation packet is legally required to state that at least one of them is a flamethrower.

Spark PistolSpark Pistol
Warehouse FlamethrowerFlamethrower
Cryo CannonCryo Cannon
Gravity WellGravity Well
The vendor
Approach the vendor and press E to buy or sell. The nearby Prestige Terminal spends score on cosmetics and maintains a separate incident register for the microwave.

07 Your Locker

Press I for your inventory — a floating window you can drag anywhere by its title bar. A green border means it has your keyboard; click outside to set it aside and keep playing with it open. Hover any item for its full story, drag it onto your paper-doll to equip it, and watch for the ★ — that's the floor telling you an item in your bag beats what you're wearing.

Everything else works the same way: vendor, party (P), the UptimeWatcher laptop — draggable windows that remember where you put them. Esc closes only the focused window, because closing everything at once is how accidents happen.

Inventory window: paper doll with equipped gear, a gold comparison star on an upgrade in the bag, and a GPS Module in the grid
In-game capture — paper doll, an upgrade starred, a GPS module waiting to install (example items)

08 Phones & Tablets

The whole game runs on touch. Tap the Touch button on the game screen: your left thumb gets a movement joystick, your right thumb gets an aim joystick, and the ATK / G1 / G2 buttons pick what the right stick fires. A utility row covers inventory, chat, and rest. Long-press any item for its menu.

It's the same shift, the same floor, and the same shared world as the desktop crew — just with your thumbs.

09 Your First 15 Minutes

New technicians get a six-step coach in the corner of the screen. It never stops the game, and SKIP means it.

1/6Move. WASD a few tiles. The floor won't clock you in otherwise.
2/6The action bar. F swings what you're holding, G fires gadget one. The bar along the bottom shows what's in each slot.
3/6Inventory. I opens your locker. Equip anything with a ★.
4/6Headnode slots. The empty slots on your cuff are earned in the field, not bought.
5/6Work order. T opens DISPATCH. Choose the job tagged START HERE and route it.
6/6Clock out of the safe zone. Follow the route through the warehouse exits until you stand in an overland sector.

The first START HERE job is a Cave relay. Repair it and the Cave Network lists you as Known, which comes with a GPS module. Install it into your Headnode and the route draws itself in cyan breadcrumbs. Assign a med kit to Q the moment you own one.

Break room on a new character's first shift, with the onboarding coach panel reading STEP 1/6, First shift, operator
In-game capture — the break room, coach on step 1 of 6
What's out there
What's past those doors is covered — unofficially, and against the advice of Legal — in the Field Notes.

10 Key Reference Card

The short card. Press H in-game for the complete reference — this page stays deliberately first-shift.

KeyAction
WASD / ArrowsMove
BToggle sprint (stamina)
SpaceJump / swim stroke
F / walk into itMelee attack
G / Left clickGadget 1 (hold to keep firing)
V / Right clickGadget 2
QQuick-use consumable
ZUse relic
R (hold)Rest — recover HP & stamina
EInteract — repair / vendor / use the thing in front of you
CPick up / carry
LLook
TUptimeWatcher DISPATCH
MMap
IInventory
PParty
[Scoreboard
EnterChat
HFull in-game help
+ / - / 0Zoom / reset
Orientation complete
That's the whole packet. Clock in — the floor does the rest of the teaching.

Addendum, rev. 3.2: for technicians who have survived the first shift and been noticed by management. Optional. Facilities regrets the optional part.

11 Reaching the Station

The Station is a second site, Offsite-1, in orbit. It is not on the map you were issued. You earn it.

  1. Be level 30. Facilities does not make exceptions. It makes forms.
  2. Find Dr. Ling at Windbreak Station, in the Frozen Peaks. She has a four-step job for you: a dead uplink on the Glacial Ridge approach that is still transmitting, three repairs, and whatever is guarding the old archive pad.
  3. Finish the job, then see Teague at the Glacial Ridge pad. Teague transports you up. The first trip issues an ACCESS GRANTED badge and adds the Station to your world map.
Before you are cleared
A crash gives you a short, unsettling glimpse of the medic lab, and then your usual respawn. This is a preview. It is not an error.
What the Station is for
Doors that check clearance, a security drone, and rooms that break in ways you can see and hear. Safe areas stay safe. Nothing follows you into the medic lab.

12 The Medic Lab

Once you are cleared, a crash anywhere in the game wakes you on a treatment bed in the medic lab. Medic bot RA-1 reads you your status. The vitals monitor beeps less calmly as things get worse.

  • Every death comes with a crash report: what took you down, the damage type, and where.
  • Every reboot leaves one fault matching the cause. Hardware means less max health, Thermal means slower stamina, Corruption means weaker healing, Signal means longer gadget cooldowns. Minor lasts 2 minutes, major 4, critical 6. Movement is never touched.
  • Cures: wait it out, or use a patch or tonic from chemistry (see Chemistry Basics).
  • The ward door opens for the Medical implant. A key hidden somewhere in the world also works, for visitors who have only had the glimpse.

13 Implants

At the implant bay you can fit or swap a job implant. An implant makes you good at a department. It never locks anyone else out of one.

ImplantWhat it does
MedicalSix held treatments on the medic beds. Each has a cost to the patient and pay for the medic. Treated patients are Well-patched for five minutes.
EngineerLabels everything and repairs faster. Reads the door jumpers.
LogisticsCrates scan in faster.

Fitting an implant is a procedure, not a menu click. Allow a moment.

14 Chemistry Basics

The break-room lab is in the Warehouse, not the Station.

  1. Feed the shredder a creature. It hands back substances by species. Eleven base chemicals; rare ones come from harsher zones. Substances have their own inventory tab.
  2. Mix at the break-room stations. Shake. Microwave at Low, Medium or High. The fridge. Flash-cool. If you get it wrong, the mixture says what it was missing.
  3. Open the Recipe Grid. It starts empty. Squares fill in as you discover recipes; near misses leave hints; watching a colleague cook counts. Recipe Notes found in the field teach one recipe each.
  4. Twenty products: drinks for stamina, patches and tonics that cure faults, and throwables that put out fires, drop smoke, freeze, slow, stun machines or leave burning ground.
Dosage
Take too much and your pulse files a complaint. Mind the magic smoke.

15 Receiving

Pallets arrive with a packing slip, a barcode sticker and a serial.

  1. Claim a pallet with a forklift and unload it to staging.
  2. Put it away on a rack.
  3. Hold E to scan the slip against the pallet.
  4. Stamp it RECEIVE or FLAG. Compliance audits the stamps at the next truck: right calls are paid, wrong ones are fined, three wrong stamps in two hours earn you a notice.

Hover any box for its tag card. A labeller at the receiving desk re-routes a box. The clerk bot stamps what nobody else touches, and not always correctly.

Since October 19 the Station is also a customer. ORDER PARTS files a requisition, Mr. Patterson approves or denies it, and the crew picks, packs and ships cartons into the freight cage on the Shipping Dock. The crate rides the orbital lift up. Someone carries it in by hand and scans it.