Operations

There are four main Operations in the game: Travel, Eat, Sleep, and Work. They are technically not systems in and of themselves, but are a logical abstraction connecting related Events to respective Mechanics.

Every Operation is triggered by interacting with objects in the current Location. Most Operations are nested within a singular object - for example, interacting with a job board might present multiple potential Work Operations. In turn, each Operation is associated with a single Event - and if that Event has any specific requirements, such as only being available during specific Time Segments or requiring the player to have an amount of Money to spend in exchange for the Event, then those requirements are presented to the player when considering the Operation.

It is important to note that not all Locations will have options for all Operations - some strategizing and planning ahead would be in the player's best interests, especially as they progress later in the game. Playing by the seat of one's pants may be all fun and games until a Travel Operation takes you to a Location that doesn't have any Eat Operations available, and you don't have any Food Stores in reserve.

Travel

Travel is a unique Operation, in that it is always available regardless of Location, and there are three specific subtypes of Travel - any Travel Event must be specially marked as to which subtype it belongs to, which is a requirement unique to Travel Operations.

This is because, unlike Eat, Sleep, and Work operations, Travel operations do not take place within Locations, but instead exist between Locations.

The three specific subtypes of Travel are as follows:

  • Walk is always available, no matter the Location. It never has any requirements. However, it only travels between 10 and 15 miles, and has a high chance of generating negative Status Effects, such as Worn Shoes, and has a high proportion of negative Events associated with it. In general, Walking should only be considered when the Bus is not available and Hitchhike has a low chance of success.
  • Bus is generally only available in town-like Locations. It generally costs between $20 and $40, and will travel between 60 and 90 miles. Bus is both the safest and the least interesting method to travel, with the lowest negative Status Effects chance and the least negative Events associated with it.
  • Hitchhike is available in most Locations, but is probabilistic - the Hitchhike Travel has a chance of failing, in which case the player is returned to their current Location's Entry Point. Failing to hitchhike still progresses 1 Time Segment, with the associated Hunger Segment and Energy Segment cost. The probability of a successful Hitchhike Travel is determined by the current Location's type. The requirements and outcomes of Hitchhike Travels are entirely dependent on the Event pulled from the pool for it, and unlike other Events, they are not revealed to the player before they are invoked. The distance traveled by Hitchhiking is also determined by the Event, but generally tend to fall within the same 60-to-90 mile range as the Bus.