Three things, and you are in business:
With the licence and the cheapest doctor you are looking at roughly 15,000–16,000 € in start-up costs. Keep some reserve for wages and supplies.
From the moment the licence is granted, the practice rent of 150 € per day is deducted, second by second, around the clock — even when nobody is on duty. During the one-hour review after the purchase you pay nothing yet.
Reassuring: you can never go into debt. If the cash box is empty, deductions stop at 0 and you only get a warning. The same applies to wages — your team then waives part of their pay. Still: an empty cash box is not a state your reputation deserves.
Three professions, three jobs:
The one-off hiring fee is hourly wage × 24 — a 120 € doctor costs 2,880 € up front. New applications arrive every 20 minutes on their own; re-advertising immediately costs 200 €.
Character traits matter: a “rookie” is cheap but slow — ideal for the start. An “old hand” is expensive and fast. “Good with kids” and the “clinic comedian” bring extra reputation, “grumpy” costs some, “meticulously tidy” goes easy on hygiene.
Training (3 levels: 3,000 / 9,000 / 22,500 €) makes a staff member permanently faster (+0.15 / +0.18 / +0.22 speed) and slightly better for your reputation. During the 8 / 16 / 24 hours they are out of the building while their wage keeps running.
Nobody works 24 hours straight. Every staff member has a shift: early 6–14, late 14–22, night 22–6 or day 8–18. You only pay wages for duty time (including the 5-minute break per hour).
Every floor has 4 building plots. New floors are unlocked by level and then purchased:
| Floor | from level | Price |
| 2 — Diagnostics | 6 | 100,000 € |
| 3 — Therapy | 12 | 300,000 € |
| 4 — Surgery | 20 | 900,000 € |
| 5 — Intensive care | 30 | 2,500,000 € |
| 6 — Comfort floor | 40 | 4,500,000 € |
The treatment rooms (base income per treatment at level 1 — tripled since 15 Aug 2026 so that expansion pays realistically; 🩺 = only a doctor treats here):
| Room | Floor | from level | Build | Income | Supplies |
| Consulting room 🩺 | 1 | 1 | 12,500 € | 27 € | 1 |
| Lab | 1 | 3 | 25,000 € | 51 € | 2 |
| X-ray | 2 | 6 | 90,000 € | 96 € | 4 |
| Ultrasound | 2 | 8 | 130,000 € | 126 € | 5 |
| ECG room | 2 | 10 | 170,000 € | 162 € | 6 |
| Spa bath | 3 | 12 | 240,000 € | 228 € | 6 |
| Massage room | 3 | 14 | 310,000 € | 276 € | 6 |
| Orthopaedics 🩺 | 3 | 17 | 425,000 € | 375 € | 9 |
| Psychotherapy 🩺 | 3 | 19 | 550,000 € | 465 € | 8 |
| Operating theatre 🩺 | 4 | 22 | 750,000 € | 810 € | 30 |
| Recovery room ⭐ | 4 | 24 | 475,000 € | 525 € | 12 |
| Sterilisation ⭐ | 4 | 26 | 350,000 € | – | – |
| Intensive care 🩺⭐ | 5 | 32 | 1,750,000 € | 1,620 € | 45 |
| Emergency room 🩺⭐ | 5 | 35 | 1,300,000 € | 1,260 € | 30 |
⭐ = These four work differently from the other ten — they do not get their patients from the normal flow. The section “The four special rooms” below explains each one. Important if you played earlier: until 2 Aug 2026 these four received no patients at all. If you built them back then, you lose nothing — they simply start working now.
Upgrading pays twice: level 2 gives speed ×1.18 and +8 % income, level 3 speed ×1.39 and +18 % income (treatment time ×0.85 and ×0.72). And: treatment slots = room level AND staff. Each person on duty enables one slot — a level-2 room with only one doctor still treats one patient at a time. Without staff a room crawls along at speed 0.45.
Floor 6 holds pure comfort rooms (café, kiosk, winter garden, mini golf, levels 40–45): no treatment income, but attractiveness, patience and premium services (own section below). The lift (upgrades 75,000 / 300,000 / 1,000,000 €) cuts the walk per floor from 26 to 18 / 12 / 7 seconds — the higher you build, the more it matters.
From level 24 you stop building “just another treatment room”. The four rooms on floors 4 and 5 each have their own job:
Patient flow is capped at 140 per hour — that is your catchment area, and from level 24 it is exhausted. An ambulance, however, does not drive past because of that.
🚑 Emergencies arrive on top. They appear at the very top of the waiting room, outlined in red, and behave unlike anything else:
🚨 The emergency care level — your first income without a single click. Your hospital can join the tiered emergency care system. The level is not bought but earned, and it is re-checked continuously: dismiss your night doctor and you drop back.
| Level | Additionally requires | Allowance per day | Emergencies/day |
| — | emergency room built | 0 € | 12 |
| 1 basic (from level 35) | lab · a doctor on at least 2 shifts | 8,000 € | 24 |
| 2 extended (from level 36) | operating theatre · recovery room · X-ray at tier 2 | 24,000 € | 36 |
| 3 comprehensive (from level 38) | intensive care at tier 2 · sterilisation · a doctor on all three shifts | 36,000 € | 48 |
The allowance runs around the clock, second by second — even while you are away, even if not a single patient arrives. What is paid for is readiness, not the case. It is the only income your hospital earns without you.
About the shift plan: for “a doctor on at least 2 shifts” every doctor assigned to a room counts. The day shift (8–18) covers early and late at once — so a single day-shift doctor is enough for levels 1 and 2. For level 3 you additionally need a doctor on the night shift; there is no substitute for that.
Honestly, the comfort floor was a bad deal until 2 Aug 2026. It only affected attractiveness — which saturates and is capped at 140 patients anyway. In a hospital from level 24 onwards, 6.7 million euros bought exactly zero extra patients there.
Now the four rooms additionally bring premium services — single rooms, consultant of your choice, comfort ward. That is a surcharge on the payment factor, so it applies to every bill:
| Room | from level | Surcharge |
| ☕ Hospital café | 40 | +4 % |
| 🏪 Kiosk | 41 | +3 % |
| 🌴 Winter garden | 43 | +5 % |
| ⛳ Mini golf | 45 | +3 % |
Together +15 % on every bill, and with all four rooms fully upgraded up to +25.5 % (30 % is the hard ceiling). They keep bringing attractiveness and patience on top — those never hurt.
You may only treat what you hold the care mandate for. You can apply for five departments — each demands equipment, each costs a one-off application fee and a running standby fee, and each brings a surcharge on every bill in its group plus new, heavy conditions.
| Department | from level | application | standby/day | surcharge | new cases |
| 🫀 Internal medicine | 20 | 150,000 € | 3,000 € | +8 % | 2 |
| 🦴 Orthopaedics / trauma surgery | 24 | 350,000 € | 22,000 € | +6 % | 3 |
| 🧠 Psychiatry | 27 | 300,000 € | 10,000 € | +8 % | 2 |
| 🔪 General and visceral surgery | 30 | 800,000 € | 90,000 € | +5 % | 3 |
| 💗 Intensive care medicine | 36 | 300,000 € | 5,000 € | +12 % | 2 |
What each one requires: Internal medicine needs a lab at tier 2, an ECG room and ultrasound. Orthopaedics needs X-ray at tier 2, orthopaedics at tier 2 and an operating theatre. Psychiatry needs psychotherapy at tier 2 and two doctors on staff. Surgery needs the theatre at tier 2, a recovery room and a sterilisation unit. Intensive care needs the ICU at tier 2, an emergency room and a doctor on all three shifts.
The minimum case count is not a punishment, it is a rest. If the number of cases in that group over the last 7 days drops below the line, the mandate goes dormant: the surcharge stops and the heavy cases stay away until the number is back up. There is no loss of money and no loss of reputation. But: the standby fee keeps running — readiness nobody needs still costs money. That is why you can hand a mandate back at any time (the application fee is not refunded).
Grace period: for the first seven days after the application the case count does not matter yet — otherwise every freshly granted department would go dormant straight away.
Do the maths before you apply: the card in the shop tells you what the department brings with your current case mix and what it costs. If it shows a minus, wait. A small hospital cannot do everything — and five dormant mandates are five standby fees for nothing.
With the training accreditation (400,000 €, from level 25) doctors in training start applying as well. They are slow and cheap at first and become as good as a consultant over thousands of cases:
| Training year | speed | salary | reached after |
| Year 1 | 0.35 | 91 €/hr | — |
| Year 2 | 0.55 | 100 €/hr | 400 cases |
| Year 3 | 0.75 | 109 €/hr | 1,000 cases |
| Year 4 | 0.95 | 118 €/hr | 1,800 cases |
| Year 5 | 1.15 | 127 €/hr | 2,800 cases |
| Consultant | 1.40 | 138 €/hr | 4,000 cases |
Every case your hospital discharges counts, as long as that person is in the building — so during their shift, including while you are away.
Honestly calculated: in the end they cost exactly as much as a consultant hired from outside. The gain is the road there: across all 4,000 cases you pay 113.50 €/hr instead of 138 €/hr, so roughly 18 % less. This is not a savings plan — it is a second progression curve that carries you for weeks.
University teaching hospital (1,200,000 €, from level 40): requires three running specialist departments and four consultants trained in-house. After that you get twice as many applications, training needs about a third fewer cases, and word gets around (+0.05 reputation per case).
A large hospital has a hygiene problem nobody ever wrote down: every treatment costs 0.26 percentage points, and a fully built hospital does around 283 treatments per hour — that is 73.5 points of dirt per hour. One cleaner manages 13 at most. You would need six per shift.
The infection control specialist (55 €/hr, appears in applications from level 22) does not clean — they prevent: while one is on duty, the hygiene loss per treatment is halved to 0.13 points. One per shift is enough; several do not work any harder. They are not assigned to a room, exactly like the cleaners.
A built-up hospital needs around fifty people. That is why a room × shift table now sits above the staff list: every cell shows who is there on that shift, and one click opens the assignment for exactly that room.
You will need this at the latest for the emergency care levels (level 3 requires a doctor on all three shifts) and for intensive care medicine.
In the game every room and every piece of decoration carries an estimate: what it brings per hour and after how many days it has paid for itself. These numbers are actually calculated, not guessed — and they also tell you when something is not worth it any more.
Every treatment consumes supplies (see the table above: consulting room 1 unit, operating theatre 30, intensive care 45). You start with 90 units; the store initially holds 500 (upgrades to 850 / 1,200 / 1,800 / 2,600 units for 12,500 / 40,000 / 120,000 / 325,000 €).
From the moment you own the licence, your hospital has a canteen: every arriving patient gets a little something — 1 egg and 0.26 l of milk, goods value around 0.54 € in total (wholesale base prices: egg 0.30 €, milk 0.90 €/l).
You start with reputation 20 (one star) — nobody knows your hospital yet. Reputation decides three things at once: how many patients arrive, how much they pay (payment factor 0.85 to 1.20) and how patiently they wait.
| Stars | Reputation | Patients/hr | Patience |
| ★ | 20 | approx. 19 | 6:50 min |
| ★★ | 40 | approx. 28 | 8:30 min |
| ★★★ | 60 | approx. 37 | 10:10 min |
| ★★★★ | 80 | approx. 47 | 11:50 min |
| ★★★★★ | 100 | approx. 56 | 13:30 min |
The “patients/hr” column applies without decoration and level bonus, during the day. With full furnishing even one star brings around 84 patients per hour. The ceiling is 140 — that is your catchment area, and it cannot be bought. Which is exactly why the whole late game is about what a single case is worth.
How it rises: +0.25 per treated case (staff like “good with kids” add extra, good hygiene +0.05). Anyone who waited longer than half their patience only brings +0.20. How it falls: a patient walks out −0.3 · waiting room full, patient turned away −0.25 · poor hygiene −0.12 per case. A walk-out therefore eats the reputation of a good one treatment — waiting times cost you, but they no longer ruin you.
Below one star (reputation 20) patient patience does not shrink any further — so whoever has dropped low can climb out again.
Next to the stars you also see the raw value (“8/100”): the stars round to tenths and only move after a number of cases, the raw value moves at once.
High reputation also attracts the heavier, more lucrative cases.
Every treatment makes a mess (−0.26 percentage points). If hygiene drops below 50 %, treatments take 10 % longer; below 30 % it is 22 % — and your reputation suffers on top.
You start with 2 seats; every additional chair is bought individually and gets more expensive: 500 → 1,000 → 1,750 → 2,750 → 4,000 € and so on, up to a maximum of 16 seats (the last chair costs 120,000 €).
If the waiting room is full, new patients turn away — every rejection costs 0.25 reputation. Each additional seat also makes the people waiting a little more patient (+4 % per chair).
🚚 A chair you buy is not there right away. The purchase is the order; it is delivered and set up after 5 minutes. Only then does it count as a seat. While one is on its way you cannot order a second — only one chair is ever on the way at a time. The delivery keeps running even if you close the game: if you leave in between, you will find the chair set up when you come back.
Without any upgrades you assign every patient yourself — and while you are away, the hospital only manages a minimal 5 % of its output. Two upgrade paths change that:
Offline rules: the first 12 hours of absence run at full (automation) output, after that only the night crew at a quarter. For anything to be treated offline, staff must be on duty and assigned to rooms!
Without you, costs run at the same fraction. If your hospital manages 5 % of its output while you are away, you also pay only 5 % of the wages — your team is only working that much, after all. Otherwise every break would be a loss-maker by construction: full salaries against a fraction of the income. Practice rent and standby keep running, though, because they depend on the building and on readiness, not on work done. On balance the hospital roughly carries itself even without you — and with every tier you buy it earns a little more on top.
At some point the hospital stands still — and you decide when. If you have not been active for a while, only the pause time you set is worked out — after that operations are halted until you carry on playing. Halted really means halted: during that time no patients and no money come in, but neither do wages, practice rent, department standby, supply use or canteen costs. Both sides stand still together — so staying away longer can never cost you anything.
You set this on the start page: below the game tiles sits the collapsible box “⏸️ Pause setting per game”, and there you choose it for each business separately. If you set nothing, the default of 6 hours applies. For the hospital you can choose 3, 6, 12, 18 or 24 hours — deliberately no longer: its running costs do not depend on the game clock but on the payroll, and in a fully built hospital wages run into the thousands per real day. Your choice takes effect the next time you open the game.
And when does the night crew come in? The first 12 hours of your absence are always worked out in full. Only after that does the night crew take over at a quarter of the output. With the default of 6 hours your hospital therefore halts long before that — the night crew never comes up at all, and that is not a fault. Only from the 18 hour step does your pause time reach past those 12 hours; the last 6 hours are then counted as night crew, and at 24 hours the last 12. Only in those two cases does the night-crew line appear in your welcome report as well.
The count starts at your last click — not at your last page load. Leaving a window open therefore gains you nothing: if you only watch without clicking, your hospital halts just the same. If the game is open at the time it tells you so with a note at the bottom of the screen (“⏸ Paused”). Every click restarts the clock — including a click on that note; there is no need to reload. The paused time is not paid out afterwards: you carry on exactly where you left off.
And what if you are there but not doing anything? Then the same applies as when you are away — only sooner: if you click nothing for longer than the grace period you set (“Who assigns?” in Purchasing, default 15 minutes), or the game is in the background (phone locked, another tab, another app), your team takes over assigning by itself — at the same output as offline, and without reputation penalties for anyone who leaves the waiting room in that time. A note at the bottom of the screen (“💤 Your team is taking over”) tells you so; your next click brings you back and you assign yourself again. If the grace period is set to “right away”, the team always steps in anyway. So merely watching is no longer punished — before, in an open but unattended window every waiting patient walked out with the full reputation deduction.
Nothing is ever lost: money, supplies, staff and all rooms are untouched when you come back, and the hospital carries on normally from the first second. The welcome report tells you how much of your absence was worked out — with the default, for example “Your hospital ran for 6 hours out of 23 days”. If you drop in daily, or every other day, you will never notice this limit.
A consultation-room treatment takes about ninety seconds. Without help you would have to click every ninety seconds or the room stands idle — right at the start, where every case counts.
That is why you can place one patient into the waiting area in front of each room: tap someone in the waiting room and pick the room, even while it is busy. The button then reads “📋 Into the waiting area”.
They still occupy a waiting-room seat. And anyone already in a waiting area cannot be queued somewhere else on top.
Every patient carries a patience clock. When it runs out, they leave — taking 0.3 reputation with them. Patience depends mainly on reputation (6:50 min at one star, 13:30 at five; below one star it does not shrink any further), plus small boosts from waiting-room seats and above all from decoration:
Your business till may go into the red — but not without limit. If it drops below −500 €, the hospital halts and stands still.
It starts again as soon as you have topped it up from your current account so the till is back at 0 €. Neither the 24-hour window nor any waiting time applies to that — that is exactly what this exception is for.
Standing still really means standing still, in both directions:
That is the whole point of the rule: you should be able to buy your way out once and then carry on normally — not drop back below −500 € in the same moment because the standstill gets billed retrospectively.
⚠️ Your current account is not affected: rent, cost of living and loan instalments keep running. It is the business that halts, not your account.