Harbor of Drift
Fight through the harbor in a top-down shooter, restore relays, sort urgent from loud, and keep the district from turning every interruption into the only thing that matters.
Shiftworks is a series of short browser modules about staying usable under pressure. Across the games, the same practical moves recur in different forms: spot the live signal, protect working room, leave a clean next step, and stop every loud thing from passing as urgent. The tone is adult, grounded, and meant to survive a real phone screen.
Practicing overload management in ways that stay readable under stress: signal triage, interruption recovery, return-point notes, capacity-aware help seeking, handoffs, and small reset moves that make the next action workable.
One genre never fits everybody. Shiftworks carries the same practical habits across a district map, a communications module, a planning board, a neon courier runner, and a dispatch network so structure changes while the core moves stay recognizable.
Each module stands alone. Taken together, they behave like a platform rather than one-off demos: movement, comms, planning, handoffs, and rapid filtering all get their own form.
Fight through the harbor in a top-down shooter, restore relays, sort urgent from loud, and keep the district from turning every interruption into the only thing that matters.
Pick the line that actually deserves the board, route the exchange with one bounded response card, and leave a backup note strong enough for the next interruption.
Sort incoming work into now, next, and noise, make one board action per round, and leave a handoff that the next person can actually use.
Carry sealed handoff packets across the night line. Jump barriers, slide under beam clutter, tag false alarms, and use short steady windows to keep motion without tunneling.
Assign requests across a coastal relay network, decide what gets deferred, and keep two crews from colliding with the same corridor at the same moment.