A game about principles,
not professional instruction.
Every gallery, object, crate, and night in Vitrina Noctis is invented. The constraints are simplified from widely published collections-care ideas so that a route can be judged inside a small grid without asking a player to learn conservation science.
What each constraint stands for
- Work light stands for cumulative light exposure. Dyed textiles, works on paper, and painted surfaces are the materials most often kept away from strong light, so they refuse sun-marked squares.
- Rough floor stands for shock and vibration during transit. Glass, ceramics, and brittle assemblies refuse it.
- Narrow door stands for clearance planning. A crate wider than a threshold cannot pass, regardless of how careful the handler is.
- Slope stands for gradient and load stability. Tall, heavy, or top-heavy loads refuse it.
- Move budget stands for the labour window of one night, not a timer. Exceeding it never destroys an object; it only lowers the night rating.
Where the simulation stops
Real moves involve condition reporting, mounts, packing design, environmental monitoring, insurance, security, and named individual responsibility. None of that is modelled. A prevented step in the game is an informative refusal, not damage, and no object can ever be broken. Consult a qualified conservator for real objects.
Background reading
These pages informed the vocabulary only. Nothing in the game is quoted from them, and no institution endorses this game.
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