Rent comes in on its own every 25 seconds, though tenants sometimes skip it or pay late, more often when unhappy. You can only evict a tenant who did that this cycle. Your sanity and any extra meters stay pinned to the bottom of the screen; later tiers add meters you must keep filled and quick tasks that appear there without pausing the game. Each unit is a little room: tenants wander, nap and pace, and your decisions and random events both leave things behind in it. Click a unit with a red ! to deal with its issue: pushing back restores your sanity but upsets the tenant, and indulging them does the opposite. Sanity drains on its own, faster every tier, and every new tier opens another unit. The clock stops while you're reading an issue or choosing an applicant. Every so often the building throws a random event at you, good or bad. Spend what you collect in the shop. Reputation falls when tenants leave, die or are unhappy, or when more than two issues are left open; low reputation makes applicants slow to arrive, and at 0 you are arrested. Pushing back on a tenant now risks a backlash. Click a + to move the next applicant in. Event notifications stack above the bottom bar (or down the left side on wide screens); dismiss any with ×. From tier 8 you can hire staff, who resolve issues their own way; fire anyone whose choices you dislike, and keep an eye on the notice board for anyone plotting against you. Tenants also have lives: they eat, nap, read, exercise and dance, and sometimes start things of their own, like parties that pile issues onto their unit and annoy the neighbours. Stop them from their card, at a cost to their mood. Some choices are risky: a choice marked with a risk may later set the unit on fire, let something possess a tenant, or invite aliens or rats into the building. Choices also count for more each tier past 4. From tier 3, timed minigames interrupt you: win for a bonus, lose for a penalty. The run ends when everyone has moved out or your sanity hits zero.