Cableway: Cabin Cycle

A cableway looks simple: cabins circle, people board. The duty operator learns otherwise by the third minute of the shift — the loop takes exactly as long as the queue spends standing there.

Gameplay screenshot: Cableway

Loading happens in windows. Cabins at the platform, so you board; the cable leaves, and the next chance is a full loop away, while the queue keeps growing meanwhile. An empty cabin costs money, an overloaded one never clears the platform, and between those two states the player picks the release pace.

The second owner of the shift is the wind. A gust lowers the permitted speed: you haul fewer riders per hour but the cable keeps moving. You may stop until it calms — safer, except the queue does not drain while you wait, and people have a patience limit: whoever leaves is a loss in the statistics, not a pause.

The third resource is energy, and it is counted per head. A slow start with half-empty cabins looks like care for the guests, and the debrief reveals it as the most expensive hour of the shift.

The debrief shows the line hour by hour: where it hauled air, where it stood, which gust cost the queue. On the second shift the player releases cabins differently than on the first — and that is all the teaching the simulator needs.

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