Enter the
office dungeon.
Build your class. Survive three floors of corporate nonsense. Go home to people who remember your choices.
First Sev 3? Read freely, then ACK for a 15-minute SLA.
Technical 2 lowers initial defects only in the chosen domain. Tests reveal and correct existing defects.
Original scripted dungeon playtest. Fictional people, local choices. No live AI or real workplace messages.
The dungeon has dental.
The printer hoards addresses. The final boss has a calendar invite.
Your cat has already defeated your keyboard.
- 01Learn the floor
New issues arrive every 30–120 seconds. Early SLAs wait for acknowledgement.
- 02Build your particular disaster
Earn stats, branch your skills, and choose dubious equipment. Every solution is discoverable through questions and diagnostics.
- 03Clock out. Carry it forward.
Testing prevents major incidents. Home choices and coworker messages shape the following day. Rest is useful. So is being a person.
On hold. Running SLAs keep counting down. Resume to work on this case.
Desk is quiet.
The next call is on its way.
Case notes 0
Projects
One pair of hands. Test + release: +450. Correct self-created risks without bonus. Defer safely if needed.
Desk field guide
Look things up while you work. Training does not pause the queue; use Pause if you need a break.
INC, REQ, Projects and KTLO
INC restores broken services. REQ handles the current shift’s layout, playback and print-setting requests. Projects tests and releases changes. KTLO means “keep the lights on”: prevent a known risk before it becomes an incident.
Acknowledge, hold and resolve
Sev 3 has no deadline until you acknowledge it, then 15 minutes. Sev 2 has 3 minutes from report; earned Sev 1 has 60 seconds. Hold organizes your work; it never pauses or resets an SLA. Resume a held case before acting. Resolved keeps the facts and outcome, including missed SLAs.
Diagnose without guessing
The caller’s claim may be wrong. Ask specific questions or run diagnostics to collect all the information needed. Leading questions and unrelated preferences waste time, but never lock out useful evidence. A correct first try earns +25 for direct diagnosis or useful evidence, once per stage; you can still finish the shift by learning as you go.
Prevent the next incident
Test a project for 18 seconds, then release the verified change for +450. An untested release creates a 60-second risk; use the KTLO rollback/test task before impact to avoid the incident; self-created risks earn no prevention bonus. These tasks share your time with tickets. Interrupt unfinished project work when an urgent issue arrives. Safely deferring an unreleased project earns no points and creates no risk.
Workarounds, bosses and shortcuts
A workaround returns in 11 seconds with its original SLA. Boss stages share one deadline. A successful Faker bluff buys 10 seconds but does not fix the fault. A acknowledges; 1–3 chooses an answer; Q/E changes the visible case; P pauses. Arrow keys move between workstream tabs.
Queue Whisperer
A finite shift: 12 tickets, 3 bosses, and 2 projects. Major incidents depend on your decisions. Replay the same daily cases. Scores stay on this device.
You made it home.
The cat has filed a ticket against gravity. You are not on call for this one.
Reclaim your evening
One activity tonight. Your choice carries into tomorrow.