FLUX COMMAND
Databank

A longer runway

Enemy speed climbs half as steeply with depth, drones stay lazy longer, gallery demos play on the full battlefield with each weapon's reach drawn, and Ion Volley shots connect.

Enemies

  • The sky speeds up more slowly. Enemies still fly faster the deeper you go, up to the same top speed, but the climb is half as steep: top pace now arrives in the 60s of waves instead of the high 30s. A deep run feels like the sky filling up, not like everything shifting into a higher gear every few waves.
  • Drones stay lazy longer. Their dive builds to full force over fifteen waves instead of nine, so the swarm stays slow and heavy through the midgame while gnats and javelins remain the fast ones.

Interface

  • Gallery demos show the whole battlefield. Every preview now frames the same 9:16 field you fight on, at the same scale, instead of a cropped close-up. Altitude, reach and enemy size all read true: the supply wing flies its real crossing, and a gnat is exactly as small as the one you shoot at.
  • Weapon pages draw their reach. Each weapon demo marks its firing range on the field, and weapons with a dead zone, like the Flak Battery, mark that too.

Fixes

  • Ion Volley shots catch their targets. Blaster shots curving toward ionized enemies could circle their mark forever, and a shot that lost its mark flew off the field on its old heading. The curve now tightens as the shot closes so it connects, and a shot that loses its mark keeps flying straight.
All patch notes