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Progression
What ends a run, what you earn each shift, and what gets harder as nights stack up.

By Bloxron Editorial Team · Last updated
Shift payouts and scoring: what ends a run, what you earn, and where to spend it. Desk checks and room treatment are on Anomalies and Treatments — here we only cover shift payouts and score.
Run goal
Stack shifts until Sanity bottoms out. Dying on the meter ends the run; surviving a shift banks resources for the lobby between nights.
Sanity
| Topic | Detail |
|---|---|
| Meter | Sanity bar; zero ends the run |
| Typical loss | Jumpscares, anomaly contact, map hazards, some photo effects |
| Typical gain | Coffee, food, some class perks |
Dual currency
| Currency | Spent on | Earned from |
|---|---|---|
| Shift cash | Supplies Shop during a shift — tools, one-use items, upgrades | Shift results screen |
| Animal Coins | Class Shop — jobs bought with Animal Coins | Shift results screen |
Scoring factors
- Rejected anomalies (counter on results)
- Patients healed without killing them by mistake
- Patient deaths from wrong care
- Reaching shift end alive
Shift loop
Lobby → Start shift → Reception (check / reject) → Treat patients → Handle emergencies → Shift results → Shop / equip class → Next shift
The Doctor may stock you up or hint at the next night's trouble after each shift ends.
More patients and anomalies pile on as shifts go on. Barney, Ambulance, and timed emergencies usually wait until mid-run — details on Events.