// Server Floor Facilities Division — Requisitions On Hold

Now Hiring:
Field Technicians

The warehouse never closed. The tickets never stopped. Our last technician clocked out under mysterious circumstances — the cuff is still warm. Free in your browser, nothing to install, no escape.

Notice — posted by Human Resources Open beta has closed. New callsigns and the walk-in demo are switched off while we finish the last of the pre-release work. Existing crew clock in exactly as before — every character, every relic and every point of sector reputation stays put, and nothing is being wiped for launch. Release is close.
— TECHS ON SHIFT EMPLOYEE OF THE MONTH: —
// Incident Summary

What Happened Here

The company’s AI infrastructure optimisation project went live on a Tuesday. By Thursday, the printers had unionised.

The first change was routine: move the directory and mailboxes. ThreatLokkr blocked the authorised migration utility five minutes into the window because the utility had spent six months in the project plan and no time in the allowlist. Then the approved operator lost the passkey on the only recovery device. While three people asked who owned the exception, attackers used a compromised customer account to send plausible approvals faster than the help desk could close them. For several hours, the incident had better staffing than IT.

The route out of the Warehouse is the incident report nobody wanted to write. In the Jungle, a trusted customer relay exposes stale memberships, forgotten service identities and years of interdepartmental trust. In the Cave, the retired on-prem directory keeps rebuilding access after the cloud team removes it. In Magma, two independent power and cooling paths arrive in the same equipment room under the same leaking pipe. Labels A and B turn out not to be a resilience strategy.

Frozen Peaks holds the missing paper trail and an offline token carried by a technician whose shift Payroll never managed to close. At the Dock, that token releases the genuine executive warning, which Northstar Mail quarantined for sounding unusually sensible. The malicious copy got through with the right names, the right thread and one routine change to the bank account. The next payment batch is stopped only after somebody verifies the request outside the email chain.

In the Flooded Ruins, every component dashboard is green and the service is completely unavailable. Walking the route proves that each team owns a healthy fragment and nobody owns the journey between them. The surviving path loops through Maintenance, where a forgotten contractor identity still runs the pumps, cooling and meeting-room power. The credential has to be rotated without turning off the building, a requirement Facilities submitted under “preferably.”

Both trails meet in the Server Farm. The evidence reveals one estate-wide impersonation campaign run by local AI agents through the trusted automation route. Worse, the optimisation project woke the legacy system nobody could retire, and it has been running the attackers’ work as an overdue batch job with excellent uptime. Your last change window is a live retirement: revoke the lookalike domains, rotate the privileged accounts and shut the job down while it argues that every buried quarterly process is business critical.

The controls worked. Ownership, legacy dependencies and human verification did not keep pace. Your job is to rebuild one verified route across the estate, then close the oldest ticket on it.

Read the first-shift briefing ▸ CLOCK IN
A technician standing at the Warehouse front door, the Warehouse roof to the right and overgrown Jungle to the left
In-game capture — the Warehouse front door. Past the threshold, the Jungle grows right up to the door.
// Position Details

A multiplayer roguelike about the worst job on Earth

Responsibilities

  • Route work through UptimeWatcher DISPATCH across eight sectors of corporate ruin. The queue survived. Most of Corporate did not.
  • Suppress biome incursions before they reach payroll
  • Retrieve equipment from the flooded sublevels
  • Feed the shredder. Do not befriend the shredder

Requirements

  • A Chrome or Firefox tab
  • A callsign you already hold — the vendor stopped issuing new ones until release
  • No résumé required — experience is acquired on the floor, usually painfully
  • Comfort with sentient office equipment a plus

Compensation

  • Paid in gold, loot, and sector reputation
  • Repair field nodes, build standing in each sector and earn the Headnode modules Requisitions stopped issuing.
  • Issued equipment starts with a Spark Pistol. Procurement later denies ordering the flamethrowers, railguns, gravity wells and eight other tool families.
  • Dental not included
  • Hazard pay negotiable posthumously
Spark PistolSpark Pistol
GPS ModuleGPS Module
Med KitMed Kit
Warehouse FlamethrowerFlamethrower

Issued kit, as it appears in your inventory. The Spark Pistol is yours on day one. The GPS module is earned in the field and installed at the Headnode. The flamethrower was never ordered.

// Hazard Disclosures

Work Environment

Disclosure 01

Structural Anomalies

Reality has been breaching through the floor lately. Facilities is aware. Do not enter the glowing fissures unless dispatched. Or curious.

Disclosure 02

Flooded Sublevels

Sublevels three through unknown are underwater. Charter dives depart from the dock. Whatever is at the bottom is technically on the org chart.

Disclosure 03

The Facility

A warehouse floor, eight ruined sectors and more unresolved tickets than Compliance can safely export.

// Company Bulletins

From the Floor

#0022 OCTOBER 1–6 MILESTONE

The Trusted Route — and a Dispatcher

A company-wide job now crosses the floor. The Trusted Route runs from the Warehouse to the Server Farm through story assignments in the Jungle, Cave, Magma and Maintenance, with thirty repeatable support calls behind it for anyone who misses the queue. UptimeWatcher picked up a DISPATCH tab that routes repair calls to your cuff, compass and world map; repair stations across six sectors pay sector standing, and the earned GPS and scanner modules are installed at the Headnode. Arena bosses moved into the Dock, the Flooded Ruins and the Server Farm, eight zone bosses now warn you before they charge, lunge or fire, and tunnel runs in seven zones draw from purpose-built layouts as well as randomly generated passages. The Server Farm itself opened on October 2.

The UptimeWatcher laptop on its DISPATCH tab, listing Warehouse and Jungle sector work with a START HERE tag on Read the Block Notice
In-game capture — DISPATCH on a first shift. Start where it says START HERE.
A technician in the dark Cave Network holding a repair channel: Reseating Relay CN-07 line cards, 2.0 seconds
In-game capture — reseating Relay CN-07 in the Cave Network. Move and the repair cancels.
#0021 AUGUST 12–21 MILESTONE

Hiring Freeze — We’re Close

Open beta has closed. As of August 21 the floor stopped taking new hires: new callsigns and the walk-in demo are both switched off while we finish the last of the pre-release work. Existing crew are unaffected and keep clocking in as normal — every character, every hoarded relic and every point of sector reputation stays exactly where it is, and nothing is being wiped for launch. The work behind the closed door is the visible kind: the warehouse everyone starts in came off the tile grid and onto painted concrete, room by room, with the gym, the parking lot, the server room and the kitchen each standing on their own material; the Maintenance Tunnels got their ground alongside it; and the boss waiting on the Ice Throne, a coloured disc since spring, finally has a body. The doors reopen on release day — and release is close.

#0020 AUGUST 8–11 DEPLOYED

New Bodies, New Ground

The bestiary was rebuilt from the ground up. Every monster on the roster was re-cut from a far higher-resolution source and then crushed back down into the floor’s own pixel-art style — fifteen enemies returned on new bodies, six weapon-carrying bosses now hold their weapons like they mean it, and the 106 enemies that used to simply dissolve when killed got real death animations. Kill something on land now and it leaves a body, which stays where it fell for five minutes. Underneath all of it, four zones — the Magma Depths, the Cave Network, the Flooded Ruins, and the Frozen Peaks — came off the tile grid and onto painted terrain, with molten fissures, cave streams, waterline and wind-scoured snowdrift burned into the ground itself.

#0019 JULY 13–26 DEPLOYED

The World Started Moving

Two weeks spent making the floor itself the problem. The Magma Depths now run on a live lava tide that floods the low basalt and ebbs back out, crossed by three winch-lowered bridges whose keys are stashed somewhere out on the rock; the frozen lake cracks under anyone who stands still on it; and the Dock District harbor breathes on a six-minute tidal clock. Every biome picked up its own weather — eruption ash, dock squalls, blizzard whiteouts in the Frozen Peaks, steam and halon haze indoors — anchored to the world rather than to your screen. The monsters kept pace with two new brains, zoners that hold their distance and elites that read a fight, plus ground hazards they can leave behind for you. And the Cave Network got filled in: a Deep Survey gear set, three arena bosses, and three storyline chains.

#0018 JULY 9–12 DEPLOYED

Three More Zones Got Real Ground

The terrain engine that rebuilt the Frozen Peaks went on the road. The Magma Depths are now basalt mountain country laced with flowing lava rivers and pools — lethal to cross, unless you brought a cryo cannon and freeze yourself a crust bridge. The Cave Network picked up underground streams that wind off into the dark, and the Flooded Ruins were rebuilt from the waterline up without breaking the ferry — the channel and landing pier came through intact. Each zone got its own rock walls, wreckage, and ground cover to match its geology.

#0017 JULY 1–8 DEPLOYED

Rifts, Brains, and Mountains

Three of the biggest systems of the year landed back to back. Rifts now tear open across the overworld as biome pressure builds — walk onto one and drop into the breach behind it, destroy Major Breach Cores, seal Minors, and hunt them with a Geiger-clicking Field Scanner module before they migrate and corrupt whole sectors. The enemy AI was rebuilt around personalities — rushers, pack hunters that cut off your escape, skirmishers that fire on the retreat, buried ambushers, and charging brutes — backed by a see-and-hear alert ladder and running everywhere from the jungle to the warehouse floor. And the Frozen Peaks were rebuilt into real topography: mountain ranges, walkable valleys, glacial ice, frozen lakes, and a thousand-conifer forest.

#0016 JUNE 6–22 DEPLOYED

Back on the Floor Full-Time — and Into the Abyss

Development is back on the 2D game full-time, driving toward release — and June went underwater to prove it. The Dock District was rebuilt into a working harbor with a dockside town, a scheduled ferry to the Flooded Ruins, and a scuba outfitter selling tanks, wetsuits, and charters down into the Living Abyss: a full side-scrolling dive zone where the air, the cold, and the dark all want you gone, and the Abyssal Leviathan patrols the bottom. Back on dry land, every employee now carries the UptimeWatcher laptop — live map, work orders, vitals — alongside a Headnode minimap on the HUD, and every biome got its own ambient soundscape.

#0015 MAY 24–31 DEPLOYED

Rivers Learned to Bend

The jungle’s waterways got a month of attention. The flowing-surface renderer was rebuilt on a mesh + shader pipeline that scales to long, winding waterways, and a north–south spine river was carved through the jungle, then widened and given meander turns — with flow maps so the water visibly runs along each bend instead of sliding through it. Swimming picked up a survival layer to match: an air meter while you’re under, real buoyancy in deep water, and footprint-aware decoration so the trees finally stopped standing in the river.

#0014 APRIL 27–28 DEPLOYED

Water and Lava Are Alive

Both fluids share a new flowing-surface renderer running on a custom shader: directional flow, surface displacement, animated highlights, simulated caustics on the floor underneath, glowing edges where the fluid meets a bank, and an emissive pulse for lava. Water reads through to the floor in shallow patches, deepens to opaque toward the middle, and ripples when something hits the surface. Walk into water and your sprite partially sinks below the waterline as you wade up to a bank, with a soft shadow on the bottom and a depth-based blue tint. Items dropped into water render through the surface so you can still see what’s down there to grab.

#0013 APRIL 21–26 DEPLOYED

New Renderer Goes Live, Warehouse Opens onto the Jungle, Storyline Begins

The new PixiJS + WebGPU renderer is now the production engine at /play/. Old Canvas2D path is fully retired. Frame rates on weaker laptops (the corporate-IT integrated-GPU bar we’ve been targeting) climb dramatically and the jungle — previously the worst-case zone — runs cleanly at 2,000+ visible decorations. Last visual systems carried across: per-biome weather (rain, fog, heat shimmer, scan lines, snow), the death fade and YOU DIED reveal, low-HP vignette, boss intro overlay, and contact shadows.

The outdoor zone is gone. The warehouse exterior now sits directly on the south end of the jungle map — walk out the south doors and you’re straight into the trees, no portal, no zone transition. The warehouse roof renders around the outer perimeter so you read the building from above. The jungle map grew to 500×1130 to fit. Shortest commute to a primeval death zone you’ve ever had.

Jump and swim. Press Space to jump — costs stamina, regens; other players see your sprite scale up with a ground shadow lock so it reads as airtime. Walk into water and you go into a swimming state with a blue tint, bubble particles, and a ripple ring at your feet.

Storyline progression goes live at Level 30. The warehouse vendor offers a one-shot ticket — Visit Overgrowth Camp — that lays a GPS waypoint into the jungle. Three NPCs there each have a four-step quest chain; they bob a ! over their head when there’s something for you. New hold-E to channel mechanic powers the objectives — a center-screen progress bar fills while you stand at the marked spot, cancels on movement or damage. Each chain ends with a named boss kill that has a chance to drop a Reclamation Protocol set piece.

The three spray gadgets — Flame, Acid, and Cryo Cannon — got a top-to-bottom visual rebuild on a shared pipeline: organic wobbling cones, weighted particle bursts at the cone terminus, origin halos, per-tile floor glow. Seven new office buildings added — cave, magma, frozen, dock, flood, maint, and server zones now each have at least one office building, with warm office light pulsing out into the surrounding tiles when you approach the door. Magma biome character pass: lava tiles are real light sources pulsing red into the surrounding stone, ambient wall decoration (drips, cracks, condensation) layered in via a shared decoration system, per-biome darken pass for contrast.

#0012 APRIL 11–20 DEPLOYED

Combat Polish, 27 Zone NPCs, Jungle Visual Pass, Tutorial Rebuild

Combat got its top-to-bottom polish pass. A combo counter pops next to the player when you stack consecutive kills within three seconds. Critical hits roll on every gadget and melee swing — crit damage numbers float bigger, brighter, and yellow so you can feel them across the screen, and crit chance scales with gear. Status effect sprite tints: burning enemies tint orange, frozen cyan, poisoned green, corroded brown, stunned white — status is now readable at a glance through walls and ceilings. A directional damage indicator draws a red half-arc curling up from the ground in the direction of the attacker so off-screen hits stop being mysterious. Low-HP feedback: screen edges pulse red, the audio mix goes muffled through a lowpass filter, and a heartbeat thumps in time with your vitals when you’re critical. Boss telegraph flash: boss sprites visibly flash during the windup right before a big attack, layered on top of the floor markers.

27 hand-crafted zone encampment NPCs in one drop — combat trainers, gatherers, delivery quest givers, and vendors across all seven overworld zones, each with eight-direction walking and idle animations. New jungle enemies too: Overgrown Technician, Protocol Warden, Root Stalker, Worm Process, Telnet Zombie. The Magma encampment got its own Forge Master blacksmith vendor.

Jungle visual pass shipped. Tens of thousands of trees, palms, bushes, and ground cover scatter across the map with density ramping into dense canopy rings around each boss arena. Mossy floor with fern patches under the trees. Hanging vines on south-facing cave walls. Tall trees sort their canopies above the player so you walk under the leaves. Ten hand-picked landmarks anchor future ticket destinations. The other seven zones will clear this quality bar when their sprite art lands.

Tutorial rebuilt as a 21-step guided tour across five acts — Welcome, Combat, Progression, Tunnels, Endgame — with a live combat VFX showcase in a clean test arena and multi-room camera pans through cave, ice, magma, datastream, and boss rooms. Replayable any time via the /tutorial chat command.

And the rendering engine got its big Phase 1 build wave: the new PixiJS + WebGPU renderer reached feature parity with the old Canvas2D engine and shipped to /play/ as the default. Per-zone themed loading screens replaced the single generic progress bar. Smarter defaults for new accounts (Ultra VFX quality, tighter 2.625x camera zoom). And under the hood, equipped item protection — you can no longer accidentally sell or salvage gear you’re wearing.

#0011 APRIL 6–10 DEPLOYED

The Overworld Opens & Server Floor Launches

The warehouse is no longer the whole world. Eight overworld biome zones — Jungle, Cave Network, Magma Depths, Frozen Peaks, Dock District, Flooded Ruins, Maintenance Tunnels, and Server Farm — now exist as fully procedurally generated explorable areas, each with a named encampment, campfire safe zone, four quest-giving NPCs, and 260+ live enemies scaled to the zone’s level range. A Diablo-style portal network lets you fast-travel between discovered encampments from a new cross-section World Map window (M key). Content is still being built — zones are currently closed off while encounters and quests are added, but the infrastructure is live.

Under the hood, the entire renderer and VFX engine now run in a dedicated Web Worker thread via OffscreenCanvas — main-thread render stalls are gone, integrated-GPU laptops are playable again, and a major WebSocket desync that was choking clients with 398KB state messages is fixed (now 21KB). Plasma Whirl was converted to a held 360° whirlwind, and EMP, Gravity Well, and Arc Welder all got full VFX overhauls with tile-by-tile expansion, dark distortion, and 4-layer lightning bolts.

And the game finally has a name. Server Floor now lives at serverfloor.com, served through a global CDN with edge nodes at 250+ locations worldwide. The site navigation now collapses into a hamburger menu on mobile, and vulnerability scanners and AI training crawlers are blocked at the edge before they reach the game server.

Behind the scenes the plumbing got a total rebuild in a single marathon session. Every sprite, tile, icon, and scene background shipped by the game is now WebP instead of PNG — total asset footprint dropped from about 4.3 GB to 840 MB, an 81% reduction, with zero visible quality loss. Save files migrated off per-player JSON onto a proper database with atomic writes and indexed leaderboards, so a crash mid-save can never corrupt your character. Passwords are now one-way hashed before they touch disk — the server cannot read your password back out under any circumstances, so it’s now safe to set a real one you actually care about. And the entire server state (player data, configs, everything) gets snapshotted daily to encrypted off-site cloud storage, so a catastrophic host loss means ~10 minutes of downtime, not lost progress. Your existing account carries over exactly as it was — the only thing you’ll notice is that everything loads faster, especially on mobile.

#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.

// full history in the Maintenance Log →