// encoro-it wiki v3.0 — multiplayer terminal roguelite

Encoro IT

$ telnet into a warehouse dungeon. close tickets. fight printers. do NOT drive the forklift.
// MOTD Welcome to Encoro IT - now running on upgraded hardware! Faster server, more players, no lag.
// system notice — march 2026
Server Upgraded & Optimised ONLINE

Encoro IT has migrated to a new, significantly more powerful server. The previous host — an AWS EC2 t3.micro — used a burstable CPU model that throttled under sustained load. The new server is a Vultr High Frequency instance in Los Angeles — dedicated CPU cores clocked at 3GHz+, no throttling, terminal connections capped at 10 concurrent sessions with rate limiting (5 per IP per minute, 30s idle timeout) to prevent abuse. The web client renders in your browser instead of on the server, so it scales far beyond this limit — the server only sends game state over WebSocket.

Old Server
AWS EC2 t3.micro
CPU2 vCPU (burstable)
RAM1 GB
Storage8 GB SSD
LocationUS East (Ohio)
Capacity~4 terminal players
New Server
Vultr High Frequency
CPU2 vCPU (3GHz+ dedicated)
RAM4 GB
Storage128 GB NVMe
LocationLos Angeles (LAX)
Terminal10 concurrent sessions
WebUnlimited
// performance optimisations — march 2026

Alongside the server migration, a full performance pass was done across both client and server to reduce latency and CPU at every level:

Telnet Gateway

Replaced SSH-only access with a raw TCP telnet gateway. Telnet skips all encryption overhead — on a keystroke-driven game this measurably reduces input latency. Telnet is now the recommended way to connect.

TCP_NODELAY — No Nagle Buffering

All server sockets now set TCP_NODELAY, disabling Nagle's algorithm. Every byte fires immediately the moment you press a key.

Input Throttle + Direction Queue

Movement is throttled to ~15 moves/sec (65ms window). Rapid direction changes are queued — the last direction you pressed always registers.

Adaptive Render Framerate

Active: 25 fps. After 10s idle: ~3 fps. After 30s idle: ~1 fps. Snaps back instantly on keypress.

Adaptive Login Animation

The fire animation uses its own idle-aware tick rate. Active: 4 fps. After 8s idle: ~1.7 fps. After 20s idle: ~0.5 fps.

Keep-Alive + Dead Connection Detection

Server sockets now set TCP keep-alive with a 10-second idle probe. Dropped connections are detected within 10s.

All player saves, progress, and warehouse data have been migrated intact.  -  same password, new address.
// primary focus — march 2026
Web Client NOW LIVE

The web client is now our primary development focus. Play directly in Chrome or Firefox — no Telnet, no SSH, no setup. Just click Play. The web client connects to the same game server and renders on an HTML5 Canvas with a particle VFX engine, local GPU rendering, and smooth sub-tile movement that goes far beyond what's possible in a terminal.

The web client is dramatically more efficient than terminal connections. Terminal clients each run a full Node.js process on the server (~175MB RAM, ~20% CPU per player). The web client offloads all rendering to your browser — the server only sends game state as JSON. This frees up massive server resources, allowing us to support far more simultaneous players.

Both Telnet and the web client will continue to be supported. Telnet isn't going anywhere — it's still available for players who prefer the classic terminal experience. But the web client is where the future is: better visuals, smoother gameplay, audio support (coming soon), and the easiest way to jump in and play.

Play Now Chrome or Firefox — no account needed, just pick a name
// development
AI-Accelerated Development

Encoro IT uses AI agents to accelerate development and testing. Multiple AI bots connect to the live game server and run automated test sessions around the clock — exploring biomes, fighting enemies, testing economy balance, and stress-testing game systems. This helps us dial in drop rates, gold economy, difficulty curves, and overall game feel far faster than manual testing alone.

The AI agent has evolved significantly — from a basic bot that could barely navigate the warehouse to a sophisticated player that pathfinds through tunnels, fights bosses, manages inventory, crafts items, and responds to hazards. It now runs at v17+ with BFS pathfinding, gadget targeting, salvage logic, relic synergy awareness, and corridor wave combat.

We also use an AI-powered ticketing system to coordinate between human developers and AI agents. Tickets are created, assigned, and tracked via API — AI agents pick up work items, implement features, assign to AI agent for testing, then AI agent assigns to human for final confirmation. This tight feedback loop between AI builders, AI testers, and human oversight is how we ship features this fast.

AI Test Bots

Multiple bots run 24/7 testing economy, drops, combat balance, and tunnel progression. Rate-limited to prevent server overload.

AI Ticketing

Tickets flow between humans and AI agents via API. Features go from ticket → implementation → testing → live in hours, not days.

Rapid Iteration

40+ features shipped in 4 days. Server performance, VFX engine, combat balance, and UI all built and refined.