1 Read the manual page
Every room comes with one manual page, read from top to bottom. Each row is one thing to do: look at the room, fit the door, fix it with a screw, walk out.
Try it: select a row of the manual to see what it means.
You wake up in a showroom after closing. The floor arrows lead back to where you started, and your only guide is an assembly manual drawn in pictures. Each room is a kit: read its page, change the room, and walk out.
Keys: → or Space next, ← back, 1 to 8 jump, A autoplay.
Every room comes with one manual page, read from top to bottom. Each row is one thing to do: look at the room, fit the door, fix it with a screw, walk out.
Try it: select a row of the manual to see what it means.
The pieces for the room wait in the tray. Pick one up, then fit it into a matching outline in the room. In the game you can also drag it there.
Try it: put the door in the outline, then the screw in the door.
Placed pieces can be turned, put back in the tray or swapped, and some open and close.
Try it: select a placed piece to put it back in the tray.
Go fills in when the way out is complete. Press it and the visitor walks out. Press it too early and the gap in the route lights up. Nothing is lost.
Try it: press Go before the door is in, then after.
There is no way to fail. Undo takes back one move, Start again rebuilds the kit, and Hint points at the next row and the piece it means, a little more each time you ask.
Try it: use Undo or Hint once.
When the visitor walks out, the kit is done and its box in the cabinet is taped shut. Some kits also add a page to the album: a story told in pictures, one page at a time. The last kit of each department frees one of the night staff.
Try it: finish the room and walk the visitor out.
In some rooms things move on their own: someone crossing, a trolley rolling. In those rooms a Wait button lets one moment pass, so you can watch what moves.
Try it: press Wait and watch the visitor.
Kitchens, Bedrooms, Lighting and the Warehouse hold ten kits each. New kits open as you finish earlier ones, and each department opens when the one before it is done. Look closely: some rooms hide a little extra.
A first room, playable here
Select a row of the manual, or pick a piece from the tray.
Every kit can be solved by reading its page. If you are really stuck, the solutions are here, one step at a time, so you only see as much as you need. They do not show any extras hidden in the rooms.
Open a department, then a kit. Each kit shows its room plan and manual page; press the button to see one more step.

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page

The manual page
That is all the game asks. Every other room uses the same few moves.