Patch notes
Every change to Flux Command, one deployment at a time.
v0.22.4: The whole field
Gallery demos now play out on the full battlefield with each weapon's reach drawn on it, and Ion Volley shots actually catch what they curve toward.
v0.22.4
v0.22.5: A longer runway
Enemy speed still climbs with depth, but half as steeply, and drones take longer to work up to their full dive.
v0.22.5
v0.22.0: Full speed
A pace and pressure pass. Runs move at their labeled speed, the opening act wakes up, deep waves fill the sky instead of armoring it, drafts keep coming, and explosions finally kick the camera.
v0.22.0
v0.22.1: The sky stays full
The second cut of the pace pass. Half again as many enemies at every wave, a swarm that falls lazy instead of fast, and no break in the action between waves.
v0.22.1
v0.22.2: The lower sky
Weapon reach returns to its pre-pass numbers, the Flak Battery learns to hold its fire up close and shoots faster for it, defeat points you at what is left to buy, and leaving a run mid-fight works again.
v0.22.2
v0.22.3: A trial by fire
The Flamethrower is standard issue now and the Balloon Mines moved into the Arsenal.
v0.22.3
v0.21.1: Sign-in asks first
Guest saves now begin when you play, and signing in warns you before it replaces a save that already exists.
v0.21.1
v0.21.2: The Arsenal, flat-priced
Every weapon in the Arsenal now costs the same 300 flux, about one run's worth, and none of them ask for scrap.
v0.21.2
v0.21.0: The Arsenal opens
Weapons are now bought, not given. A new weapon to buy, a redesigned hangar, starred favorites, and a map you can navigate.
v0.21.0
v0.20.0: What actually did the killing
Every run now ends with a breakdown of the damage, weapon by weapon and synergy by synergy.
v0.20.0
v0.16.0: One mission select, and a kinder prestige
Send probes to find worlds worth invading, automate your defenses to bank scrap while away, and launch as many satellites as you can afford.
v0.16.0
v0.17.0: A minimal effects setting
A third effects level for devices that are struggling, turning the polish off rather than just thinning it.
v0.17.0
v0.17.1: The perk shop, repriced
Three perks nobody could ever finish came down, and four that were nearly free went up.
v0.17.1
v0.19.0: Live cells on the field
Wrecks now sometimes drop a power cell you can tap for flux, from your very first run.
v0.19.0
v0.13.0: The Research Center
The perk shop becomes the Research Center, with a second wing that spends scrap on permanent programs.
v0.13.0
v0.14.0: Glinting wrecks
Some wrecks come down worth grabbing. Tap one before it settles for a lump of scrap.
v0.14.0
v0.15.0: Orbital platforms
With the constellation full, launch platforms instead of satellites and start building a fleet of your own.
v0.15.0
v0.12.0: The satellite program
The meta game begins at prestige 1. Recycle alien wrecks, gamble a launch window, and put a satellite in orbit that earns flux in real time.
v0.12.0
v0.11.0: Boss guns locked in
Boss guns can no longer be destroyed, the Revolver keeps one pace, and the camera meets every boss at the door.
v0.11.0
v0.10.0: Prestige
Prestige arrives with extra emplacements and a widened battlefield, plus Reduced Effects and Google sign-in.
v0.10.0
v0.9.0: Replays and the chemical warfare pass
Deterministic simulation with exact replays, caustic clouds, nanites that eat hulls, and see-through vapor.
v0.9.0
v0.7.0: Full bleed
The battlefield goes edge to edge, Play is everywhere, and escalation moves onto durability.
v0.7.0
v0.6.0: Command hub
A proper navigation header, better mobile menus, and a record display for returning commanders.
v0.6.0
v0.5.0: The synergy matrix and the Carousel
Every weapon pair gets a synergy, and a revolver-drum boss joins the rotation.
v0.5.0
v0.4.0: Pacing and the bench pass
Seamless waves, a tumbler overture, and a bench-driven balance pass across the roster.
v0.4.0
v0.3.0: New weapons and rarity
Gravity Well, Orbital Designator, and Thermal Lance arrive, plus a rarity system and two new pages.
v0.3.0