MOOD

Mood and residents

Why residents leave, how to keep them, and the fairness cap.

Residents like an office that keeps moving. Mood shows how they feel; when it gets low, some of them head for the door. You get time to win them back.

How mood works

  • Mood is a number from 0 to 100. It drops 7 points an hour, changed by your founder style.
  • Above 60, nobody heads out. From 100 it takes about 5.7 hours to get there.
  • Below 60, residents start going to the door, a few more the lower mood goes. At 0, at most 0.7% an hour.

At the door

A resident at the door has not left yet. They still count for your score, and they wait before they go. Lift mood back above 60 with any move below and part of them come back in; the rest go back to town at once. If nobody does, each group leaves when its wait is over. So coming back always saves some, and staying away loses them all.

Founder styleWait at the doorCome back when you cheer them up
Growth8 hours15%
Builder36 hours20%
Community48 hours30%
Bootstrapper24 hours30%
Build in Public24 hours60%
No style yet24 hours30%
FAIR

Go to bed with mood above 60 and nobody leaves while you sleep (8 hours): residents only head for the door once mood falls below 60, and then they wait at least 8 hours. Cheer them up when you wake, and even in the least forgiving style the night costs at most 2.2% of your residents.

Keeping mood up

MoveCostsMood
Ship an update30 code plus a bit more as you grow+40
Hold an event10 hype plus a bit more as you grow+30

Your own party, a Meetup and a Big Release stop mood from dropping while they last. A milestone lifts it to 100. See Events.

Where leaving residents go

When their wait at the door is over, they go back to town, where any office can win them. The town updates every office on its own every 3 hours, so an office nobody opens still loses residents and the rankings stay true.

Loyal residents

Residents brought by a Builder's Dev Advocates leave at 50% of the normal rate. A Community office's Community Managers cut losses for everyone in it.