People & Daily LifeHow members, staff, and visitors behave inside your space
The Living Space
Your coworking space is populated by three kinds of agents: members, staff, and visitors. Each one walks around autonomously using pathfinding, chooses actions based on their needs, and visually responds to the state of the space. Up to 12 members are visible at once (the rest are simulated off-screen), plus all on-duty staff and up to 8 meeting visitors.
Member Needs
Every visible member tracks three needs that rise over time. When a need passes its threshold, the member actively seeks out the right furniture to satisfy it:
| Need | Rise Rate | Threshold | Targets | If Unsatisfied |
|---|---|---|---|---|
| Toilet | +1.0/sec | >70 | Toilet | -4 happiness, angry bubble, complaint |
| Coffee | +1.4/sec | >65 | Coffee Machine, Espresso Bar | -4 happiness, angry bubble, complaint |
| Rest | +0.8/sec | >75 | Sofa, Armchair, Massage Chair | -4 happiness, angry bubble, complaint |
Decision Priority
When idle, a member evaluates needs in this order:
- Party day? On event days, there's a 50% chance they head to the Event Space instead
- Toilet > 70 — urgent, seek a toilet immediately
- Coffee > 65 — head to a coffee machine or espresso bar
- Rest > 75 — find a sofa, armchair, or massage chair
- Snack craving — 8% chance if coffee need is moderate (>35) and vending machines exist
- Work — 65% chance to seek a desk (office members go to Private Offices, others to Open Workspace)
- Wander — otherwise, take a random stroll around the space
Actions & Duration
| Action | Duration | Seated? | Effect on Completion |
|---|---|---|---|
| Work (desk) | 7-14 sec | Yes (chair) | Rest need +25, coffee need +15 |
| Coffee | 2.5 sec | No | Coffee need reset. +2 happiness. $3 micro-purchase ($6 from espresso bar, +1 extra happiness) |
| Toilet | 3 sec | No | Toilet need reset |
| Rest | 5-9 sec | Yes | Rest need reset. +1 happiness |
| Snack | 1.8 sec | No | Coffee need -20. +1 happiness. $4 micro-purchase |
| Party | 6-11 sec | No | Socializing at the event space |
Seating & Chairs
When working, members prefer to sit in a chair adjacent to a desk rather than stand at one. A 2-tile desk with two chairs can seat two members simultaneously. If all chairs near desks are taken, they'll stand at a chairless desk as a fallback. Always place chairs next to desks for maximum comfort.
Member Personality Traits
About 55% of members arrive with a personality trait that shifts their personal happiness up or down based on specific aspects of your space. Hover over a member in the inspect panel to see their trait.
| Trait | Happy When | Unhappy When |
|---|---|---|
| Coffee Addict | Coffee machine + vendor coffee | No coffee setup |
| Quiet Focus | Phone booths, focus rooms, low density | No quiet spaces, overcrowded |
| Social Butterfly | Events, community manager | No CM, no events |
| Plant Parent | 5+ plants | Few or no plants |
| Night Owl | 24/7 smart access | No after-hours access |
| Foodie | Kitchen items + clean kitchen | No kitchen at all |
| Tech Bro | Dedicated internet, software, Wi-Fi APs | Basic internet, no tools |
| Eco Warrior | Solar panels, lots of plants | No greenery |
| Aesthete | Themed rooms, art, neon signs | Plain, undecorated spaces |
| Penny Pincher | Below-market pricing | Premium pricing |
| Gym Rat | Gym & showers, standing desks | No fitness options |
| Introvert | Low occupancy, focus rooms | High occupancy (>85%) |
| Networker | Events, community manager | No events ever held |
Staff Behavior
Each staff type has distinctive AI behavior that you can observe:
| Role | Primary Behavior | Break Chance |
|---|---|---|
| Receptionist | Stands at the reception desk 80% of the time. Occasionally wanders. | 18% per decision |
| Cleaner | Patrols the floor 70% of the time, stops to scrub spots (2.5 sec each). | 18% per decision |
| Community Manager | Seeks out members for chats 75% of the time. Both stop, face each other, and the member gets +3 happiness plus their complaint cleared. | 18% per decision |
| Events Manager | Hangs out in the Event Space 70% of the time, setting up and hosting. | 18% per decision |
All staff take breaks in the Staff Room if one exists — they'll head there to grab a coffee and recover morale. Build a Staff Room with a coffee machine and sofa!
Meeting Visitors
When an external meeting booking runs, 2-3 suited visitors spawn at the entrance, walk to the nearest meeting table, confer for 9-15 seconds, then leave. If no meeting table is reachable, they turn around and walk out immediately. Up to 8 visitors can be on-screen at once.
Friendships
Members form friendships over time. This is one of the most powerful retention mechanics in the game.
How Friends Form
- Each day, a number of new friend pairs form based on roster size:
roster × 0.007 × social_multiplier - Max 4 friends per member
- Team colleagues (same company) can't become friends — they already leave together anyway
- Both members get +4 happiness when a friendship forms, plus a memory
Social Multiplier
The base chance of friendship forming is boosted by your space's social infrastructure:
| Factor | Bonus |
|---|---|
| Coffee machine present | +0.4 |
| Lounge furniture (sofa/armchair) | +0.3 |
| Event buff active | +0.6 |
| Community manager coverage | +0.35 |
A space with all four factors has a social multiplier of 2.65× compared to a bare-bones workspace.
Why Friends Matter
- Personal satisfaction: each friend adds +2 to a member's personal satisfaction (cap +6 from friends at 3+ friends)
- Churn reduction: friends reduce daily leave probability by up to 50% for monthly members
- Contract renewal: each friend adds +3% to stay probability at renewal
- When a friend leaves, their remaining friends take a happiness hit
Friend Chats
Every 2.5-5.5 seconds, the game checks if any member agents who are friends are within 2 tiles of each other. If so, there's a 40% chance they'll stop and show chat bubbles — a visible sign that your community is thriving.
Day/Night Cycle
The game has a visual day/night cycle that repeats every 10 game-days. This is purely cosmetic for lighting, but affects who's in the space:
- Deep night (darkness > 72%): the space empties completely unless you have both access control AND the scenario's nightLife factor is > 0
- With night access enabled, night owls (members with the Night Owl trait) get priority — they stay first, then other members fill the remainder
- Night staff only work during deep night; day staff go home
Thought Bubbles
Members and staff show thought bubbles to communicate their current state:
| Bubble | Meaning | Duration |
|---|---|---|
| Coffee (happy) | Heading to get coffee, or staff on break | 2.2 sec |
| Coffee (angry) | Wanted coffee but all machines are busy/missing | 3.2 sec |
| Toilet (angry) | Needs the bathroom but all toilets are claimed | 3.2 sec |
| Rest (happy) | Taking a break on a sofa | 2.2 sec |
| Rest (angry) | Nowhere to sit and relax | 3.2 sec |
| Desk (angry) | Can't find a free desk to work at | 3.2 sec |
| Chat | Talking with a community manager or friend | 2.2 sec |
| Party | Heading to or enjoying an event | 2.2 sec |
| Clean | Cleaner is scrubbing a spot | 2.2 sec |
Personal Stories
Beyond the mechanical behavior, members accumulate "memories" — personal milestones that appear in their profile:
- One-year anniversary: +10 happiness, "there was cake"
- Making a friend: "Hit it off with [Name] over coffee"
- Personal wins: 5% daily chance for happy solo members — landing a client, going freelance, winning an award
- Team events: startup acquisitions pay a contract break fee ("champagne in the lounge")
Enterprise Teams
With management software and 60%+ satisfaction, enterprise companies may sign multi-seat deals:
- Trigger: 0.6% daily chance (scaled by scenario's enterprise multiplier)
- Deal size: 5-7 office seats, 12-month contract, 10% premium on office price
- Requires: enough office vacancies and tolerable pricing
- Acquisition risk: 0.15% daily chance per team that a startup gets acquired — the team leaves but pays a full contract break fee
Seasonal Rhythms
Lead generation fluctuates with the calendar year (1 game-month = 30 days, month 0 = January):
| Season | Normal Scenarios | Seasonal Scenarios (Beach Club) |
|---|---|---|
| January | ×1.2 (New Year resolutions) | ×0.5 (dead winter) |
| February | ×1.0 | ×0.5 |
| March-May | ×1.0 | ×1.0 |
| June-August | ×0.85 (summer slump) | ×1.6 (peak season!) |
| September | ×1.2 (back to work) | ×1.0 |
| Oct-December | ×1.0 | ×0.5 (Dec) |
Online Reviews
The monthly report panel shows 4-6 generated reviews from a fake review site. These are based on your actual satisfaction factors:
- Stars: derived from reputation:
round(reputation / 20 ± random spread), clamped 1-5 - 5-star reviews mention your two best positive factors: "The coffee alone is worth the membership. And there's always a free booth when a call comes in."
- 1-star reviews cite your two worst negative factors: "There is a coffee machine. There are no beans. Explain."
- 3-star reviews are mixed: one praise, one gripe
- Some reviews come from actual roster members (35% chance) — you might recognize names!