← GamesHUMAN / FIELDWORK 01

ONE WORKER · THREE JOBS

Pump Yard.

Get the yard flowing before the shift ends.

Choose your order. Share one spare seal. Carry what you learn into the next repair.

TIME LEFT8h
VERIFIED & RUNNING0 / 3 pumps
SERVICE SCORE0 points0 service + 0 early bonus
Make your next move ↓

The job board

You are at the depot

Select a pump to plan your next move. A repair earns points only after its flow test.

CARRYINGNothing yet

You carry the experience

FELT ESTIMATES
Fatigue
Hunger
Seal-repair skill

Practice stays with you between jobs. Fatigue can offset its immediate benefit. Rest anywhere; eat at the depot.

YOUR NEXT MOVE
Choose a job ↑

At the depot

Controller suggestion

Saved on this device after every move
New shift & play controls

Ordinary moves complete in one click. The clock advances when you act; it never runs while you are away. A seed and the same choices reproduce the same run.

Researcher view & replay

The active save holds the current world and one unfinished action. The replay is a separate command record. Loading a partial save resumes play without inventing its earlier history.

Model notes

This is an authored scheduling game using the shared Human component. Its skill curve, success estimates, body costs, job values and early-service bonus are game assumptions, not calibrated human measurements. Equal-duration permitted repair work gets the same practice whether it succeeds or fails; failure is not diagnosis. Condition is revealed only by paid inspection. Controllers use your visible information and are not optimal planners. The three related seals share one repair skill; this does not establish transfer between unrelated tasks. No religious or social scoring is applied.

Score is awarded once per verified job: its service value plus that value multiplied by the fraction of the shift remaining. Further waiting cannot raise earned score. All three running pumps complete the shift; a partial departure preserves what you earned.