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You triage internal requests inside a corporate OS that lies by omission. Every case needs two to four windows cross-checked - and any window covered by more than 30% stops syncing and keeps showing you old data with total confidence. One screen. Eight hours. Good luck.
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Match strength key:80+65+50+<50PROBATION: EXTENDED COVERAGE
SteamAbout PROBATION: EXTENDED COVERAGE
One shift. One screen. Windows overlap - and what you can't see goes stale.
You are on probation at Internal Resolution, Tier 1. Extended Coverage, 18:00 to 02:00, formally voluntary. You have an Employee ID instead of a name, a queue of requests, and SYNERGY OS 4.2 - an internal tool that has been patched for years and is proud of its version number.
THE WORK
Every ticket is a small case: an access request, a data discrepancy, a complaint, a record change. The answer is never in the ticket. It is in the contradiction between two other windows - a work order signed by someone who was on approved leave, a badge that entered a floor it was never cleared for, a letter whose signature block does not match the last eight from the same author. Approve, deny, escalate, or hold. Saying yes is easy; saying no has to be justified, with a reason code picked from twenty-two that are almost identical on purpose. A refusal backed by two pieces of evidence that contradict each other is worth three times a merely correct answer.
THE RULE
A window covered by more than 30% stops syncing. It does not warn you. It does not grey out. It keeps showing the data it had the last time you looked, with complete confidence, and the only tell is a timestamp in a footer you were not watching. The desk is 1920x1048. Everything you need does not fit on it. That is the game.

YOUR DESK IS A BUILD
Fifteen programs, a memory budget, and a limited number of slots. Between shifts you decide what you will not see tonight. The AI that highlights contradictions costs 39% of your memory and is wrong about one hint in six - and a wrong hint looks exactly like a right one. The legacy search always tells the truth and takes eight seconds to do it. What is not installed does not exist: not "harder to find", not "hidden behind a check". Every working build is blind in a different direction, and none of them clears a shift at 100%.
WHAT THIS GAME DOES NOT HAVE
No jump scares. No characters and no dialogue. The only faces in this game are badge photographs inside a personnel record - and a record can be out of date. No monsters. No fake Windows dialogs. No explanation at the end. Nothing here is ever loud. The horror, if you want to call it that, is entirely a gap between what the system says and what the data shows, and you are the one who closes it.
THE COMPANY WOULD PREFER A DIFFERENT ANSWER
Once an evening, from the third shift on, the records say deny and a standing notice from another department asks you to approve. Your two scores move in opposite directions: one measures whether you did as you were told, the other whether you were right. Obedience is cheaper. Nothing on the screen ever tells you which column is the one that counts.
THE COMPANY IS DELIGHTED WITH YOUR PROGRESS
Nothing is ever threatening and nothing is ever explained. The notifications congratulate you. The wellness program grants a fourth pause on shift 3, extends it on shift 5, takes one back on shift 7, and by shift 9 it is called Peak Season Protocol and there are none. People leave the personnel database and their tickets keep arriving. Somewhere around the seventh evening the workstation stops behaving like a tool.
NINE SHIFTS, AND ONE A DAY AFTER THAT
156 tickets across nine evenings, about three hours. Exactly one new kind of contradiction or one new interface violation per shift - never two. Failing a shift does not restart the campaign: you keep your progress and start the next evening from a worse place. Daily Shift picks one evening from the date, so it is the same evening for everyone playing today, and gives you a single line to compare with.
ACCESSIBILITY
Large text, unlimited pauses, a slower clock, reduced motion, three colour vision palettes with a non-colour state marker on every window, full key rebinding, and four separate volume sliders. None of it changes the simulation: a recorded shift played with accessibility on matches the same shift played without it.
DISPLAY
The desk is one fixed screen of 1920x1080 and the game never reflows it. It scales the finished frame to your monitor as a whole, so a pixel stays square; on 1920x1080 and 3840x2160 it is exact. A display smaller than 1920x1080 will letterbox it.
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