The register
Core systemWhere the game is decided. Pack the customer's items, scan their ID against the database, question them about the identity they are presenting, then either complete the sale or act on the conclusion that they are not human.
Shop duties
Competing systemRestocking shelves, receiving deliveries, cleaning, and meeting a nightly quota. Individually trivial, collectively the reason you are tempted to rush a screening — which is exactly what they are there for.
Doppelgangers
Primary threatCreatures that impersonate specific named people already present in the customer database. Nine customers are confirmed to have impostor versions. A doppelganger that gets through leaves quietly and escalates the night rather than attacking on the spot.
The Entity
Escalation threatA spider-like being of abnormal size that arrives at the store at the end of a shift, summoned by a doppelganger you failed to catch. It is the delayed consequence of a bad call at the counter, not a random event.
Execution and cleanup
MechanicJudged impostors can be shot at the counter. A body shot sends them running and needs a follow-up; a headshot ends it immediately. What is left behind has to be cleaned up, which costs shift time you also owe the quota.
Barricading and hiding
Failure stateWhen the night turns against you, the game shifts from retail to survival — boarding up doors, setting traps and hiding rather than fighting.
Story Mode
Game modeThe main campaign, running a fixed sequence of nights. Completing it unlocks the second mode.
Endless Mode
Game modeUnlocked by finishing Story Mode. Unlimited nights with no completion condition — it ends when all players die.