Drawers Bastion - Work in Progress 2. August 2026
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Greetings!
Another week of progress, and today I want to go a bit deeper into the main stats for hired staff.
Assignment
This is where you pick what kind of work an employee does. Once you pick their first specialty, you won't be able to switch them to something else for a while. But over time you'll be able to unlock every type of service (except massage).
Comfort
Comfort affects how fast staff recover stamina. And there's a new decor category coming to the game for this — comfort. It's decor that only works in the staff room. The more of these items you put in there, the higher the comfort level in the room.
Some items in this category will unlock new staff animations.
And of course a few decor pieces will come in different variants — paintings, for example
Important note: comfort decor won't give any other bonuses.
Stamina
There are 3 main states — Fresh, Normal, and Tired.
When a worker is full of energy, a finished job gives standard income plus a bonus. When they're Normal, there's no bonus. But when they're Tired, they can't work at all. There's a special indicator for this, plus the character's "state" changes with it:
Stamina drops with every procedure they do on a client. It recovers the next day, and also during breaks between jobs — for example, if an employee has a job in the morning and in the evening, some stamina will regenerate during the day.
Skill Level
This one basically sets how good the staff is at their job — the higher it is, the more money they bring in. Raising skill level works in its own way. A new hire shouldn't be sent to work at all — first they need to go through a few training sessions.
It's pretty simple: just call the worker into the room while a client's already waiting, and start working yourself. After they watch you do it a few times, they're good to go. From there the skill slowly grows on its own.
To keep this from getting overcomplicated and to avoid a bunch of pointless, boring grind — once a worker has unlocked their first service type, for example acupuncture, unlocking the next one like Hex Removal only takes one training session. Skill level is also shared across all types of work.
Now for other stuff
— Since the clinic now has a 2nd floor, with a few more rooms coming later, fast travel is being added to this location. It'll look like this -
-and it's activated with the "Map" button. In other locations that button works the same as before.
— Because of all the questions about books and notes, these items got reworked a bit. Now they have a "Read" button in the inventory instead of a short description. Reading gives much more detailed info about the item.
— Second floor hallway:
— New idle animations:
That's it for now — there's still a ton of work ahead. Next WIP will have something very interesting!
Greetings!
Another week of progress, and today I want to go a bit deeper into the main stats for hired staff.
Assignment
This is where you pick what kind of work an employee does. Once you pick their first specialty, you won't be able to switch them to something else for a while. But over time you'll be able to unlock every type of service (except massage).
Comfort
Comfort affects how fast staff recover stamina. And there's a new decor category coming to the game for this — comfort. It's decor that only works in the staff room. The more of these items you put in there, the higher the comfort level in the room.
Some items in this category will unlock new staff animations.
And of course a few decor pieces will come in different variants — paintings, for example
Important note: comfort decor won't give any other bonuses.
Stamina
There are 3 main states — Fresh, Normal, and Tired.
When a worker is full of energy, a finished job gives standard income plus a bonus. When they're Normal, there's no bonus. But when they're Tired, they can't work at all. There's a special indicator for this, plus the character's "state" changes with it:
Stamina drops with every procedure they do on a client. It recovers the next day, and also during breaks between jobs — for example, if an employee has a job in the morning and in the evening, some stamina will regenerate during the day.
Skill Level
This one basically sets how good the staff is at their job — the higher it is, the more money they bring in. Raising skill level works in its own way. A new hire shouldn't be sent to work at all — first they need to go through a few training sessions.
It's pretty simple: just call the worker into the room while a client's already waiting, and start working yourself. After they watch you do it a few times, they're good to go. From there the skill slowly grows on its own.
To keep this from getting overcomplicated and to avoid a bunch of pointless, boring grind — once a worker has unlocked their first service type, for example acupuncture, unlocking the next one like Hex Removal only takes one training session. Skill level is also shared across all types of work.
Now for other stuff
— Since the clinic now has a 2nd floor, with a few more rooms coming later, fast travel is being added to this location. It'll look like this -
-and it's activated with the "Map" button. In other locations that button works the same as before.
— Because of all the questions about books and notes, these items got reworked a bit. Now they have a "Read" button in the inventory instead of a short description. Reading gives much more detailed info about the item.
— Second floor hallway:
— New idle animations:
That's it for now — there's still a ton of work ahead. Next WIP will have something very interesting!
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