// encoro-it — multiplayer warehouse roguelite

Warehouse IT

$ explore a warehouse dungeon. close tickets. fight printers. do NOT drive the forklift.

You work at a warehouse. The printers have become sentient. The server room is infested. Someone let the forklifts loose. Your only option is to grab a weapon from the vendor, close your help desk tickets, and descend into the tunnels beneath the building — where 11 procedurally generated biomes, boss fights, relic shrines, and an increasingly hostile IT infrastructure await. Play in your browser. No install, no account, no escape.

Play Now Chrome or Firefox — just pick a name and go
Born from a terminal roguelike — evolved into something bigger.
Development News // full changelog →
#0010 APRIL 2–5 DEPLOYED

Living Warehouse & Biome Incursions

The warehouse is alive now. A full shipping line with NPC workers, conveyor rollers, and four packing stations. Receiving dock automation brings two forklift NPCs who unload the delivery truck, stock racks, and take breaks in the kitchen to complain about management. An industrial shredder turns enemies and items into crafting materials with a gruesome sprite animation. Stun enemies and carry them into packing boxes or the shredder. Persistent blood splatters track every fight. Biomes build pressure over time — ignore them too long and they physically breach into the warehouse with hazards and enemies. Enter the breaching biome’s tunnel for a Source Run to destroy the Breach Core and end the incursion. Two new gadgets (Seismic Hammer, Sonic Pulse), ghost death VFX, warehouse rack depth sprites, and PA loudspeaker announcements.

#0009 MARCH 31–APRIL 1 DEPLOYED

HUD Overhaul, Floor Textures & Microwave Cooking

Complete UI overhaul with a floating action bar, steel-blue gunmetal theme, draggable HUD panels, and a tabbed settings window. 73 floor tile textures with per-zone mapping and 11 biome overlays. A break room microwave with 30+ recipes, an angry prestige vendor who chases you with fireballs when you blow it up, a companion screen for second displays, and pre-warm loading that eliminates first-frame stutter.

#0008 MARCH 29–30 DEPLOYED

NPC Dialogue, Perf & Per-Biome Atlases

Boss taunts via local LLM, speech bubbles, companion screen, 65% fewer 3D wall draw calls, per-biome autotile atlases, WebSocket compression, PWA support.

#0007 MARCH 27–28 DEPLOYED

3D Rendering Engine & Smooth Movement

Walls are now extruded 3D cubes with shaded faces, transparent depth layers, and proper sprite occlusion. Player movement is smooth and continuous. Square tile conversion and full server performance overhaul.

#0006 MARCH 25–26 DEPLOYED

Jungle Overworld & Office Buildings

Post-apocalyptic jungle with roaming enemies wraps around 5 explorable office buildings. GPS breadcrumbs guide you across zones. 15 swap meet vendors in the parking lot.

#0005 MARCH 23–24 DEPLOYED

Full Pixel Art Overhaul

Every entity has pixel art sprites with directional walk and attack animations. 40+ enemy types, NPC vendors, 128 item icons, 33 biome environment sprites. Canvas-drawn tiles replaced all text rendering.

#0004 MARCH 21–22 DEPLOYED

Floating Windows & Grid Inventory

Visual paperdoll inventory with drag-and-drop, tier-colored glow borders, hover tooltips. All overlays are draggable floating windows. Two new gear tiers and procedural gear at 225+.

#0003 MARCH 17 DEPLOYED

Endgame Overhaul

Level-scaled gear drops, score system with 8 prestige titles and shop discounts. Prestige Terminal with 25 cosmetics. Ticket rewards scale with level.

#0002 MARCH 12–14 DEPLOYED

Soundtrack, Mobile Controls & Audio Engine

52-track original soundtrack with per-biome music. Full procedural audio engine with 30+ spatial sound effects. Touch controls for phones. Cryo Cannon and gear enhancement.

#0001 MARCH 5–10 DEPLOYED

Web Client Launch & Initial Release

Browser-based play with HTML5 Canvas, particle VFX engine, dynamic lighting, persistent fog of war. Relic rework, 9 item sets, elite enemy modifiers, and the full terminal-to-web transition.