You’re overseeing a strange apartment complex on Red Springs Island, where residents live their quiet, often unsettling, lives.
Time passes automatically in the background. Events, moods, and disappearances may happen even when you're not actively looking.
You can add new residents, edit their details, or even delete them entirely. Try editing the default residents!
Each resident's personality traits will affect their chances of doing different things, such as building relationships, giving gifts, having problems, or wanting to chat. These stack, so feel free to experiment!
If you're having trouble adding more than one personality trait, hold CTRL while clicking.
Residents may suddenly want to talk or show you a picture. These conversation and images range from odd to eerie.
A resident will sometimes chat before actually telling you their problem. Don't forget to check in again if that happens!
Residents may come to you with a variety of problems, from misplaced belongings to intense dreams, unexplainable fears, or looping thoughts. An indicator will appear on their apartment when they need your help.
Failing to give a resident good advice may have consequences. Choose carefully!
Sometimes, a resident may begin to act strangely — emotionally unstable, reality-warping, or just deeply off. When this happens, they may be placed under quarantine for everyone's safety.
This usually occurs after a failed or risky problem interaction, especially when the advice given is unwise, destabilizing, or exposes them to anomalous influences.
Visit the Quarantine tab to examine these cases. Each resident will require a unique combination of treatments — including energy field tuning, HEPA filtration, fluid infusion, rune alignment, UV exposure, and more.
You'll need to fine-tune multiple systems to stabilize their condition. Use the Containment Machine panel to configure the environment and run a treatment cycle. Correct calibrations may cleanse the anomaly completely. Partial success may leave them twitchy but manageable. A failed attempt might worsen things — or trigger weirder consequences.
When in doubt, try Auto-Calibrate for a baseline, but trust your instincts — each case is unique. ☣️
A resident may vanish without warning. Unlike quarantines, these aren't caused by anything in particular and instead just happen at random.
Use the Search & Rescue tab to try and find missing residents. If none of your options worked the first time, don't be afraid to try again!
Residents will form friendships and rivalries with each other, exchange gifts, and go to different locations together. You can prevent a resident from forming romantic relationships in the add/edit resident menus.
You can give the residents gifts that they will occasionally use. However, artefacts and EGO can only be bought, found, or gifted by other residents.
Projects are longer undertakings the community tackles together: repairing strange infrastructure, decoding signals, or crafting ambience themes. Each lists required traits or slots. Once started, they progress hourly; issues may surface that you must resolve. Choices can speed progress, stall it, or (rarely) collapse the effort.
Rewards vary — credits, decals, or visual themes. Some project names sound silly; others hint at something watching. Both can be true.
You auto-assign eligible residents for now; later you may get manual assignment for deeper strategy.
Click Decorate on a resident’s card to open the decorator. Viable items will show up below the decorate button. If you see duplicates of an item you've only placed once, reset the grid and replace your items.
• Decorations are nonconsumable: owning a decoration adds it to the list permanently. Placing it does not remove it from the list.
• No placing limit: once a resident has a decoration, it can be placed multiple times. Also, even if a resident receives the same item twice, it will only appear once in your item list.
• Random look each time: every decoration has a randomized size and color. They may not make sense sometimes!
• Removing items: click a placed decoration to remove that instance from the room.
• Resetting: use Reset Grid to clear all placed decorations for that resident.
• Tip: If nothing places when you click a tile, make sure you've selected an item in the list first.
Note: Only items in the Decoration category appear here. Other gift types are used elsewhere by residents and won’t show up in the decorator.
Decals are achievements you unlock by hitting milestones (time survived, weird events, containment shenanigans, etc.). When unlocked, you can apply them to an apartment using the Apply Decal button on a resident’s card.
Some milestones seem to resonate with Influences on the island itself. These Influences are felt in warm kitchens, in rooms where rules stack up, in doorways that don’t lead where they used to, in days that never quite brighten, in floors that go down farther than the blueprint swears, and in a tune you hear even when nothing’s playing.
🏆 Collecting all six of these achievements is considered this game’s winning condition. The sim continues afterward, but you’ve “seen it through.” Track your progress in the Decals list!
Tip: some decals are unlocked through normal gameplay; others require some exploration.