⚠ BEFORE OPERATING YOUR MEDIA EMPIRE, READ THIS BOOKLET CAREFULLY. KEEP IT SOMEWHERE YOU WILL LOSE IT IMMEDIATELY.
- Do not publish while drowsy. Drowsy publishing is the leading cause of typos, and typos are the leading cause of lost combos.
- Prolonged exposure to Views may cause your Subscribers to churn. This is normal. Keep publishing.
- If your staff goes on strike, do not panic. You did this to yourself with the policy toggles on page 7.
- Pocket Pals are companions, not food.
- In the event of a scandal, hush money is tax deductible.** **it is not
This seal certifies that this software was clicked at least 10,000 times at the factory before shipping.
Welcome to the news business! You own one website, one desk, and one story that absolutely will not write itself.
CONTROLS
- CLICK the article to work on it. Fill the bar to PUBLISH.
- HOLD the mouse button to auto-click (slower than true dedication, but easier on the wrist).
- SPACEBAR can click too - turn it on in Settings → Accessibility.
Published stories earn Views. Views earn Ad Revenue. Ad Revenue buys everything else in this booklet.
The HIRE panel staffs your empire, from the humble Caffeinated Intern (will click for exposure) to the Global Media Conglomerate (owns the news, and the weather).
- Each hire adds Views per second. Prices climb with every copy.
- Own enough of a tier and its UPGRADE unlocks: +50% output.
- Research the Efficiency Report and the shop will flag the best value hire for you. The spreadsheet never lies.
- CONTRACTS: three rolling goals. Complete, CLAIM, repeat - cash, Knowledge Points, and the occasional egg.
- STAFF POLICIES: pay everyone more in exchange for newsroom-wide perks. Overreach and they strike.
- THE ARCHIVE: some publishes get FILED as collectible headlines. Complete a set of five for a permanent bonus.
- THE LAB: burn Ad Revenue on research. New mechanics, permanent boosts, and every tab in this manual arrived through it.
Forty quests stand between you and the story of the century, each guarded by an editor-turned-monster.
- Click the ⊕ weak spots to attack. The Pen always crits - it is mightier, after all.
- Defeated bosses drop gear, Knowledge Points, and grudges. Lose, and the boss remembers.
- Quest progress is a career: it survives selling out. Only the megacorp buyout wipes the slate.
Once you incorporate, buy the tower. Fill its 10×10 grid room by room - every room is +1% views, forever, and the office survives every reset.
- Break Rooms boost clicks; Conference Rooms pull subscribers; Legal keeps the Heat down.
- The Company Gym trains your writer around the clock. The Playroom unlocks Pocket Pals.
- Spend Knowledge Points on rarity upgrades. Yes, a room can be Legendary.
Bosses (and the odd contract) drop eggs. Incubate them in the Playroom and out come Pocket Pals: tiny coworkers with stat bonuses and strong opinions.
- Equip your best pals; bench the rest in the daycare.
- Merge twins to level them. Evolve them at the cap.
- Pals survive prestige AND buyouts. They are the only employees with real job security.
Bank a billion run views and the EMPIRE tab lets you SELL OUT: the run resets, but every website you banked adds +20% to all views, forever.
- Pick a specialization for each website: Tabloid, Streaming, or Investigative.
- At ten websites, the megacorp calls with a BUYOUT: trade the whole empire for Legacy Shares and start a dynasty.
- Everything important survives something. Check the fine print on each page of this manual.
- "Claim contracts late. Cash rewards scale with your production at claim time."
- "A Research Wing built mid-project makes the rest of it cheaper. Math is on your side, once."
- "The typo is always there. You just haven't looked hard enough."
- "Offline progress caps at eight hours. Sleep accordingly."
- "If only you could publish ten articles today..."