GlossaryEvery game term explained in one place
A
| Access Control | A vendor subscription (SALTO or Kisi) that gives members 24/7 smart lock entry. Adds +6 to +8 satisfaction, prevents "locked out at night" incidents, and enables nightlife in relevant scenarios. |
| Ad Fatigue | See Freshness. |
| Agent | Any person visible in the space — members, staff, or visitors. Each has autonomous AI behavior. Details |
B
| Bankruptcy | If your bank balance drops below the scenario's limit at month end, the game is over. Limits range from -$10,000 (hard) to -$50,000 (generous). Details |
| Base Fee | The scenario-defined hot-desk price baseline (typically $200-$300). All tier prices and market rates derive from this. |
| Booking | External companies reserving your Meeting Room for $60-$120 per session. Requires a meeting table inside the room. |
| Buff / Debuff | Temporary satisfaction modifier from events, incidents, or community activities. Decays over a set number of days. |
C
| Campaign | The progression system: beat scenarios to unlock the next. Stars and prestige track your overall performance. Details |
| Challenge Modifier | Optional difficulty twists you can add to any scenario (e.g., Iron Lease, Storm Front, No Marketing). Details |
| Channel | A marketing channel (Google Ads, Meta Ads, LinkedIn, etc.) that generates leads. Each has a cost, throughput, and freshness that decays with use. Details |
| Churn | Members leaving your space. Driven by low happiness, high prices, or failed contract renewals. Details |
| Community Manager | Staff role that provides "Community management" satisfaction (+12 at full coverage) and chats with members to boost happiness. Details |
| Contract | The term a member signs: monthly, 6-month, or annual. Longer contracts give discounts but lock members in. Details |
| Coverage | The ratio of staff capacity to demand. Community manager coverage = CMs / required CMs. Cleaning coverage = cleaner capacity / floor tiles. |
D
| Day Pass | A $30 one-time entry sold to leads who don't sign up (35% chance). Requires a receptionist and reception desk. |
| Debuff | See Buff / Debuff. |
| Dedicated Desk | Mid-tier membership (×1.7 price). Member gets a reserved desk. Capped at 50% of open desks. Details |
| Difficulty | Three levels: Relaxed (0.7× incidents, +20% budget), Standard (1.0×), Cutthroat (1.4× incidents, -15% budget). Details |
| Distinctive Feature | Space character elements (themes, aquarium, neon sign, etc.) that give retention bonuses against rival poaching. Details |
E
| Enterprise Deal | A large company signing 5-7 office seats on a 12-month contract at 10% premium. Requires management software + 60% satisfaction. Details |
| Event Space | Room type (min 4×4) where the Events Manager hosts community nights and special events. Details |
| Events Manager | Staff role that runs weekly community events and special events, generating satisfaction buffs and revenue. Details |
| Expansion Wing | Lease the unit next door for +4 tiles of width. Max 2 wings. Each adds 25% to base rent. Details |
F
| Factor | A named satisfaction component (e.g., "Plants & greenery +8", "Bathroom situation -12"). The sum of all factors determines satisfaction. Full list |
| Freshness | A 0-100% value per marketing channel. Decays at 1.55/day while running, recovers at 0.75/day while resting. Floor: 35%. Low freshness = wasted ad spend. Details |
| Friendship | Bond between two members. Max 4 per person. Each friend adds +2 personal satisfaction and reduces churn. Details |
G–H
| Happiness | Each member's individual mood (0-100). Drifts toward their personal satisfaction at 12% per day. Drives churn decisions and tier movement. |
| Hot Desk | Entry-level tier (×1.0 price). Members share open desks at a 3:1 ratio. Details |
| Hot-Desk Ratio | Each open desk supports 3 hot-desk members (not everyone is in every day). |
I–L
| Incident | A random event with 9% daily chance (9-day cooldown). Some auto-resolve; others pause the game for a choice. Details |
| Lead | A potential member generated by marketing, reputation, or referrals. Leads convert based on space quality and receptionist presence. |
| Loan | Bank loan at 8% APR. Interest accrues monthly. Details |
M
| Market Drift | A multiplier (0.72–1.4) on market rates that fluctuates in multi-month booms and busts. Details |
| Market Rate | What members expect to pay for a given tier, based on the scenario's base fee × tier multiplier × market drift. |
| Mass Exodus | If satisfaction stays below 35% for 12+ days, 5% daily chance that 30-50% of monthly members leave at once. Details |
| Meeting Room | Room type for external bookings. Needs a meeting table inside. Revenue: $60-$120 per booking. Details |
| Member Request (Quest) | A mini-task from a member: build a specific item, paint a room, or achieve a metric. Has a deadline and rewards/penalties. Details |
| Micro-Purchase | Revenue from coffee ($3/$6), snacks ($4) that members buy when using machines. Lands as cash instantly. |
| Milestone | Progress markers (build reception, first member, growth targets, profitability) that award cash bonuses. Details |
| Monthly Close | Every 30 days, revenue and expenses are tallied into a P&L report. Determines profit streaks for win conditions. |
| Morale | Staff mood (0-100). Low morale (<35) causes visible unhappiness and satisfaction penalty. Staff may quit at very low morale. Details |
N–P
| Need | A member's internal urge (coffee, toilet, rest). Rises over time and triggers furniture-seeking behavior when high. Details |
| Night Owl | Member personality trait. Gains +5 satisfaction from access control, -3 without. Stays during night hours if access is available. |
| Occupancy | The percentage of desk capacity currently filled by members. High occupancy (>80%) causes crowding penalties. |
| Organic Leads | Free leads from reputation, walk-ins, and VIP referrals. Scale with reputation and member count. |
| P&L | Profit & Loss statement shown at every monthly close. Revenue minus expenses = net profit (or loss). |
| Prestige | Career-wide score. Sum of all scenario stars + bonus prestige from challenge modifiers. Higher prestige = more victory awards. Details |
| Price Perception | Satisfaction factor comparing your tier prices to what members would tolerate. Can be +8 (bargain) to -12 (robbery). Details |
| Private Office | Top tier (×2.4 price). Each desk inside a Private Office room = 1 seat. Details |
| Profit Streak | Consecutive profitable months required for victory. Typically 1-4 depending on scenario. |
Q–R
| Quest | See Member Request. |
| Receptionist | Essential staff role. Converts leads into members. Without one, conversion drops to ~30% of normal. Details |
| Referral | Marketing channel where existing members bring friends. Costs $100 per signed referral. Details |
| Refurbish | Repair worn furniture at ~30% of purchase cost. Resets wear to 0. Details |
| Rent Hike | Landlord increases rent 5-15% after a profitable year. Capped at 2× base. Details |
| Reputation | Your "review score" (0-100). Lags satisfaction: drops fast (3.5%/day), recovers slowly (1.2%/day). Drives lead generation. Details |
| Rival | Competing coworking space that steals leads and poaches members in competition scenarios. Details |
S
| Sandbox | Free-play scenario with no win condition, unlimited budget, and all rooms unlocked. Stats and achievements are muted. Details |
| Satisfaction | The master score (5-95) computed daily from 30+ factors. Drives reputation, churn, happiness, lead quality, and contracts. Full breakdown |
| Seasonal Demand | Lead multiplier that varies by month. Normal: ×1.2 in Jan/Sep, ×0.85 in Jul/Aug. Beach scenarios have extreme swings. Details |
| Side Goal | Optional per-scenario objectives (e.g., "reach 80% satisfaction") that earn extra stars. Details |
| Skill (Staff) | 1-5 stars. Affects role effectiveness. Trained via events. Higher skill = better results. Details |
| Star Rating | Victory stars per scenario: 1 (win) + 1 (fast win) + 1 (side goals). Max 3 per scenario. Details |
T
| Theme | Room decoration (Warm Oak, Cool Slate, etc.) that costs $8/tile. Themed rooms add +2 satisfaction each (cap +5). Details |
| Thought Bubble | Visual indicator above an agent's head showing their current need or action. Red = angry/failed. Details |
| Tier | Membership level: Hot Desk (×1.0), Dedicated Desk (×1.7), Private Office (×2.4). Details |
| Trait (Member) | Personality type (~55% of members have one): Coffee Addict, Quiet Focus, Social Butterfly, Plant Parent, Night Owl. Adjusts their satisfaction. Details |
| Trait (Staff) | Personality modifier (~65% of staff): Workaholic, Mentor, Ray of Sunshine, Slacker, High Roller, Penny Pincher. Affects morale and performance. Details |
U–Z
| Upgrade | Building improvement purchased via the Upgrades panel: Interior Renovation, Soundproofing, Gym & Showers, Solar Panels, Rooftop Terrace. Details |
| Vendor | Service subscription: coffee, internet, access control, management software, email marketing. Details |
| VIP | ~6% of solo sign-ups. Pay 1.5× premium. Generate organic leads when happy (≥70, 6% daily chance). Details |
| Waitlist | Queue of leads waiting for desk availability. Max 8 entries, 21-day patience. Auto-convert when space opens. Details |
| Wear | Furniture degradation over time (0-100%). At 65%+ items look shabby and hurt satisfaction. Details |
| Wing | See Expansion Wing. |