How Quorix Works (no coding knowledge required)
This explains the whole project in plain language. You shouldn't need to open a single code file to understand what Quorix is, how it's put together, or what a player actually experiences. If you want more technical detail afterward, the end of this file points you to the right next document for whatever you're curious about.
1. What Quorix actually is, in one paragraph
Quorix is a game platform — a bit like a private mini version of Steam or Discord's game features, built and run by one owner for their community. There's no big company behind it and no account tied to some outside service. Instead, the owner runs the "server" program (the referee / host), and everyone else runs the "client" program (what you actually see and play on) and connects to that server, the same way you'd connect to a Minecraft server. The server is where your account, your coins, your friends list, and your game history actually live. Running a server is something only the owner does; players just install the app.
2. The two programs, explained like you've never coded
Quorix is really two separate programs that talk to each other over a network connection:
- The Server (
QuorixServer.jar) — the "brain." It doesn't have a window or any graphics at all — you just start it and it sits there quietly, listening for players to connect. It keeps track of everyone's accounts, who's playing what, who won, who owns which cosmetic items, and so on. Think of it as the game master that everyone answers to. - The Client (
QuorixClient.jar) — the actual app a player opens. This is the thing with buttons, menus, and the games themselves. On its own it can't do much — it needs to connect to a Server to log in, matchmake, chat, and save progress. A handful of games can be played completely offline too (see section 4), but anything involving another real person needs a Server to broker it.
Important: only the Server program can host. Only someone deliberately
running QuorixServer.jar is acting as a host — the ordinary player app has no
"start a server" button hidden anywhere in it. If you want to run a server for
your friends, you (or whoever's machine is going to stay on) runs
QuorixServer.jar specifically.
Why build it this way instead of one big program? Two reasons. First, it mirrors exactly how you'd want it to actually work: one trusted machine (a spare PC, a cheap cloud server, whatever) stays on and holds everyone's data, while everyone else just opens the app and plays — nobody else needs to keep anything running. Second, it means the Server can run on a machine with no monitor at all (a "headless" machine, like a lot of cheap cloud hosting), since it never needs to draw anything on screen.
3. What happens when you open the app and play a game
- You double-click
Quorix.exe(or run the jar file). A splash screen appears, then a login screen. - The app tries to reach whichever server address it's configured for (there's an in-app way to save and switch between different servers' addresses — handy if you play on more than one friend group's server). If it can't reach anything, it tells you plainly instead of hanging silently, and still lets you play the handful of fully-offline games.
- You log in (or make an account). Nobody becomes an admin by signing up — the person running the server picks the admin name and password at the server's own console the first time it starts.
- From the main menu you can browse ~50 games, chat with friends, check a shop for cosmetic items you've earned, look at leaderboards, and more.
- Pick a game. If it's a real-time multiplayer game, the app finds you an opponent (or you queue up as a group, depending on the game) and the Server referees the actual match — it's the final word on who won, so nobody can cheat by tampering with their own copy of the app. If it's a single-player game, it mostly just runs locally on your machine, and reports your score back to the Server afterward so it counts toward your coins and history.
- Coins, achievements, and progress are all tracked by the Server and tied to your account, so they're waiting for you the next time you log in — from any computer, as long as it can reach the same server.
4. What "offline" means here
A handful of games (Snake being the flagship example) need no opponent and no live connection at all — you can play them with zero server reachable, and if you're logged out entirely, your scores are quietly remembered on your own computer and handed to the server the next time you log in, so you don't lose credit for playing while offline. Every other game either needs a real opponent (so it needs the Server to matchmake you) or has an offline "Practice Mode" against a simple built-in computer opponent for a subset of games.
5. Where the "50 games" actually come from
Every game in Quorix is original code written for this project — nothing is copied from another game's assets, art, or source code. Some are inspired by well-known game genres (a social-deduction game in the style of the classic party-deduction genre, a battle-royale-style shooter, a maze-chase game in the spirit of Pac-Man) but built from scratch with original mechanics, not reskins of something else. Roughly a third are real-time multiplayer with a skill rating (like chess.com's rating system), a chunk more are score/placement-based multiplayer (like a racing leaderboard), and the rest are solo games you can jump into with one click, no opponent needed.
6. The economy, in plain terms
Winning matches and playing solo games earns coins — a currency with no connection to real money at all, spendable only on cosmetic stuff (username colors, chat badges, profile frames). There's also a daily login bonus that grows the more days in a row you log in, achievements that unlock permanently once you hit certain milestones, and small daily/weekly challenges ("win 3 matches today") for a bit of extra coin. None of this affects how well you actually play — it's all cosmetic, on purpose.
7. The social side
Friends, direct messages, group chats, parties (queue up for a game together with friends), and a moderation system (an admin/moderator can mute, kick, or ban someone who's misbehaving, and players can report bad behavior for a human to review) — all of it lives on the server, the same way your account does.
8. Who can see what, and who's in charge
The person who runs a brand-new server sets up its admin account at the server's own console on first start (never through the game, never over chat) — full control: manage roles, review reports, ban/unban people. An admin can also promote trusted players to moderator, who get a smaller set of powers (mute, kick, resolve reports) but not full admin control. This is all per-server — being an admin on your server doesn't mean anything on someone else's server.
9. Security, explained without jargon
- Passwords are never stored as plain readable text — they're scrambled in a one-way way (like a paper shredder — easy to turn a password into scrambled text, practically impossible to turn the scrambled text back into the password) before ever touching disk.
- The server is the referee, not the players' own apps. Every match result, every coin awarded, every privileged action is decided and double-checked by the Server itself — a player's own copy of the app can ask for something, but never unilaterally grant it. This is what stops someone from hacking their own client to just say "I won" or "give me 10,000 coins."
- Known, honestly-tracked weak spots (see
BLOCKED_QUESTIONS.mdfor the full detail): the connection between client and server isn't encrypted yet (fine on a home network/LAN, not yet meant for the open internet), and the auto-update feature that keeps everyone's app current doesn't yet cryptographically verify updates came from a trusted source. Both are real, tracked, unfinished work — not secrets, not ignored.
10. What's built vs. what's still just an idea
- Built and working today: everything described above — 50 games, accounts,
the economy, social features, moderation, an in-app auto-update checker, 11
visual themes, and more.
FEATURES.mdis the exhaustive list. - Actively being worked on / planned next:
ROADMAP.mdis the living plan — what's in progress, what's next, and what's been deliberately not built yet and why (rushing a half-working feature is treated as worse than being honest that it isn't done). - Big future ideas, not yet started: a large backlog of additional game
concepts, a public website, and more — also in
ROADMAP.md.
11. Where to go next
- Want the exhaustive feature list? →
FEATURES.md - Want to know what's being worked on right now, or what's planned? →
ROADMAP.md - Want to actually run the app? → the root
README.md's "Running it" section - Want the technical, code-level tour (for an actual programmer)? →
PROGRAM_STRUCTURE.md - Want open questions that need a real person's decision, not a guess? →
BLOCKED_QUESTIONS.md