01 Combat Basics
Moving into an enemy automatically attacks it (bump attack). Use F to attack an adjacent tile. Damage is based on your equipped weapon plus level scaling. Enemies have a 1-in-7 dodge chance.
Melee Cooldown
Melee attacks have a per-weapon-class cooldown that prevents spam:
| Weapon Class | Cooldown |
|---|---|
| Wrench (1-tile) | 0.8 seconds |
| Pipe (3-tile arc) | 1.0 seconds |
| Nail Gun (5-tile range) | 1.0 seconds |
| Taser (3-tile range) | 1.2 seconds |
Enemies move every 600ms at base speed. Enraged enemies move every 450ms.
Enemy Respawn
Killed warehouse enemies respawn: normal enemies after 2 minutes, bosses after 5 minutes. Respawned enemies appear in their original area. Tunnel enemies do not respawn.
Starting Stats
02 Stamina System
Base stamina: 80 + 3 per level. Stamina governs sprint, melee, and gadget usage.
| Action | Stamina Cost |
|---|---|
| Normal walk | Free |
| Sprint (B) | 3 stam / 2 tiles moved |
| Melee attack | 2 stam |
| Spark Pistol | 6 stam |
| Flamethrower / Arc / EMP / Cryo / Grav / Plasma / Acid | 12 stam |
| Railgun | 9 stam |
Recovery
| Source | Rate |
|---|---|
| Passive regen | +5 stamina per 1.2s tick |
| Rest (R) | +1 HP and +1 stamina per tick (slow, intentional) |
| Coffee | +40 stamina (instant) |
| CEO's Coffee Mug | +100% stamina (instant, rare) |
03 Melee Retaliation
Enemies strike back once when a player first enters melee range (1 tile). This retaliation happens per approach — if you move away and re-enter melee range, the enemy retaliates again.
04 Enrage
Any enemy can enter an enraged state. Enraged enemies move 25% faster (450ms vs 600ms) and have a 25% chance of a second hit on the same tick. Enrage is permanent.
| Trigger | Chance | When |
|---|---|---|
| First aggro | 10% | The moment the enemy first spots you |
| Hit by player | 20% | Each time a player lands a hit (if enemy survives) |
05 Elite Modifiers
Some enemies spawn with a random elite modifier that changes their combat behavior. Elites appear in both warehouse and tunnel areas. Shown as a colored name prefix in look mode and health ring tint.
| Modifier | Color | Effect |
|---|---|---|
| Shielded | Blue | 50% damage reduction until shield broken (2 hits), then normal damage |
| Enraged | Red | 2× move speed, 1.5× damage output |
| Phasing | Purple | Teleports to a random nearby tile every 3 seconds |
| Vampiric | Green | Heals 25% of damage dealt to players, 1.2× base HP |
Scaling
Tunnel depth determines elite count: 1 elite at low depth, 2 at depth 40+, 3 at depth 70+. Tunnel bosses gain a modifier at depth 20+. Warehouse elite spawns are independent.
06 Status Effects
06 Elemental Combos
Hitting an enemy that already has a status effect with the right weapon triggers a named combo for massive bonus damage.
| Combo | Primer | Followup | Bonus | Effect |
|---|---|---|---|---|
| STEAM BURST | Cryo (Frozen) | Flame / Plasma | +50% | Thaws enemy, burst of steam |
| SHATTER | Cryo (Frozen) | Arc / Spark / Rail | +75% | Frozen enemy shatters, AoE damage |
| OVERCHARGE | Flame (Burning) | EMP Pulse | +40% | Electromagnetic blast |
| MELTDOWN | Acid (Corroded) | Flame / Plasma | +60% | Acid ignites, fire explosion |
| DISSOLVE | Acid (Corroded) | Cryo Nova | +50% | 2s root + 3s freeze, ice burst |
| CORRODE AMP | Acid (Corroded) | Any gadget | +25-35% | Universal damage amplification |
Gadget Loadout Synergies
| Combo | Slot 1 | Slot 2 | Strategy |
|---|---|---|---|
| Corrode & Burn | Acid Sprayer | Flamethrower | Acid first → MELTDOWN (+60%). Best sustained DPS. |
| Corrode & Freeze | Acid Sprayer | Cryo Nova | Acid first → DISSOLVE (+50% + root). Group lockdown. |
| Freeze & Shred | Cryo Nova | Plasma Whip | Freeze → STEAM BURST or SHATTER on follow-up. |
| Pull & Burn | Gravity Well | Flamethrower | Pull enemies into cluster, then ignite the pile. |
| Stun & Chain | EMP Pulse | Arc Welder | Stun a room, then chain-arc through stunned targets. |
| Pierce & Freeze | Railgun | Cryo Nova | Freeze → SHATTER when rail pierces frozen targets. |
07 Enemy Ranged Attacks
Enemies level 8+ can fire projectiles from 3-10 tiles away. Fire chance scales from 10% at level 8 to 40% at level 100.
| Attack | Char | Min Lv | Effect | CD |
|---|---|---|---|---|
| Spam Email | > | 8 | 3 fast projectiles in a spread. Low damage. | 2.5s |
| Corrupted Data | @ | 20 | Slow blob. Direct damage + poison DoT (4 ticks). | 3.5s |
| Firewall | # | 40 | 3-wide wall of fire projectiles. High damage. | 4.0s |
| BSOD Pulse | ! | 40 | Single aimed pulse. Hits hard on contact. | 5.0s |
| Homing Malware | * | 70 | Slow homing. Heavy damage + poison DoT (5 ticks). | 5.0s |
08 Health Rings
A colored ring around entities shows HP at a glance: green → yellow → orange → red.
| Target | Ring | Visibility |
|---|---|---|
| Enemies | 2-layer ring | Appears on combat, fades after 30s no damage |
| You | 1-layer ring | Always visible |
| Party members | 1-layer ring | Always visible |
| Party boss (2x2) | 2-layer scaled | Combat triggered |
09 Warehouse Enemies
Enemies are spread across warehouse zones. On aggro, they scale to playerLevel + 0-4. Normal enemy HP: 15 + level * 9.
Left Wing
| Enemy | Base HP |
|---|---|
| Mouse Jiggler | 6 |
| Rogue Roomba | 8 |
| Phantom Fax Machine | 12 |
| Coffee Golem | 15 |
| IoT Fridge Mimic | 18 |
Warehouse Floor
| Enemy | Base HP |
|---|---|
| Packing Tape Spider | 5 |
| Shrink Wrap Phantom | 7 |
| Barcode Bat | 4 |
| Dolly Demon | 10 |
Shipping / ITAD
| Enemy | Base HP |
|---|---|
| Label Wraith | 9 |
| Shredder Imp | 8 |
| E-Waste Blob | 14 |
Server / MDF
| Enemy | Base HP |
|---|---|
| Blinky LED Spirit | 6 |
| Cable Tangle | 20 |
| Fan Banshee | 10 |
Gym
| Enemy | Base HP |
|---|---|
| Possessed Yoga Ball | 8 |
| Runaway Treadmill | 16 |
10 Warehouse Bosses
7 unique bosses at fixed locations. Boss HP: avgDmg * 30. Respawn after 5 minutes.
| Boss | Base HP | Location |
|---|---|---|
| THE SMART FRIDGE | 60 | Kitchen |
| RACK OVERLORD | 80 | Server Room |
| RECEPTION HYDRA | 50 | Front |
| FORKLIFT KING | 70 | Shipping |
| THE SHREDDER | 65 | ITAD |
| CABLE KRAKEN | 75 | MDF |
| THE DEMARC DRAGON | 55 | MPOE |
11 Tunnel Enemies
12 normal types and 8 elite types per tunnel. Count per tunnel: min(35, 6 + floor(level * 1.0)).
Base HP: 15 + level * 8. Base DMG: (2 + level * 0.8) to (4 + level * 1.5).
12 Gold Drops
| Source | Formula |
|---|---|
| Warehouse normal enemy | 2 + floor(scaledLevel * 0.5) |
| Warehouse boss | 10 + floor(scaledLevel * 2) |
Level-Scaled Shop Pricing
Shop items with level scaling use: basePrice * (1 + (level - 1) * 0.15)
CEO Mug and HR Medkit are level-scaled at 4x base cost.
13 PvP
PvP is enabled by default. Moving into another player attacks them. All gadgets also work against players. Killing a player awards +30 score and +25 XP.
14 Safe Zone
A safe zone surrounds the vendor — built by a BFS flood filling all walkable tiles within 12 steps of the vendor's position. It acts as the game's central hub and spawn point.
15 Surveillance Cameras
Six cameras are placed across the warehouse. Each sweeps back and forth, scanning for players. The safe zone area is always camera-free.
| Property | Value |
|---|---|
| Count on map | 6 |
| Detection range | 20 tiles |
| Detection cone | +/-30 deg from facing (60 deg total) |
| Sweep range | +/-50 deg from base mount angle |
| Sweep speed | 7 deg per step, 180ms intervals |
| Alert duration | 20 seconds — enemies aggroed to last known position |
| Camera relocation | Every 2 minutes |
Every enemy within 40 tiles pursues for 20 seconds.
16 Forklift
Four forklifts are parked across the warehouse. Mount and drive to ram enemies and survive hits.
| Stat | Value |
|---|---|
| HP | 30 |
| Ram Damage | 15 + level x 0.5 |
| Wall Collision | -5 HP per hit |
| Respawn Time | 3 minutes after wreck |