The world
Enamel Town
A flat, friendly, paper-cut city of cream and ink. It starts as one small clinic and ends as a town that knows your name.
The City Health Map
Eight places, joined by dotted paths along a pale river. They open in order as the player levels up, and each one changes how a shift feels — not by raising a difficulty number, but by changing the rule of the room.
Four rules are in play: crowding, fast spread, critical patients and rescue waves.
The eight places
Little Clinic
Where you started.
School District
Sniffles spread fast.
Sunny Park
Picnic outbreak.
Town Market
Crowds mean germs.
Central Hospital
Big cases arrive.
City Health Network
Guardian of the whole town.
The Lido
One pool, everyone in it.
The Night Bus
Nobody can move a seat.
The clinic you build
Coins earned on shift go back into the clinic. Eight parts can be raised stage by stage, and the upgrades are not only decoration — a bigger waiting room is literally another chair, which is literally more time.
| Reception | The front of house |
|---|---|
| Waiting room | One more chair per stage |
| Equipment | The working kit |
| Cure storage | What the tray can hold |
| Diagnosis board | Reading the room |
| Trophies | Somewhere to put the badges |
| Room style | How the clinic looks |
| Mascot | Sprout's corner |
Sprout
A seedling in a glass jar with a face, a clipboard and opinions. Sprout turns up on the home screen, in the Shift Report, at level up, in the clinic, and on the postcards — and never during play, so nothing ever gets in the way of the room.
Growth is cumulative. Each stage adds something and keeps everything already earned. Sprout never loses a possession.
| 1 · Sprout | Level 1 — jar, two leaves |
|---|---|
| 2 · Sapling | Level 3 — third leaf, clipboard, satchel |
| 3 · Bloom | Level 5 — marigold flower, headlamp |
| 4 · Scholar | Level 8 — lab coat, spectacles |
| 5 · Legend | Level 12 — marigold cape, enamel pin |
Six expressions carry the mood: happy, worried, excited, thinking, celebrating, encouraging.
The Doctor's Guide
One book that fills in as you play. Nothing in it is bought; everything in it is met.
Illnesses
Twelve cards. Each carries its signs and a mastery meter that fills as you treat it.
Cures
What each one is for, and which of the four kinds it belongs to.
Citizens
Rare variants of the townsfolk, found on shift.
Badges
Achievements, earned rather than granted.
Themes
Four looks for the town: default, night, meadow and candy.
Events
Seasonal skins, such as Winter Clinic Week. Presentation only — they never change a rule.
There is no leaderboard, no friends list, no chat and no online play. Shift codes are the only thing players pass between each other, and they are just nine characters typed by hand.