v0.12.0

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.

The war reaches orbit. From your first prestige, the recycling breakthrough turns every kill into materials, and materials into a space program.

Added

  • The recycling breakthrough arrives at prestige 1, announced in a new Command Archive that keeps every unlocked lore entry readable.
  • Scrap: recovery teams pull it from most kills, with heavies and bosses paying guaranteed hauls. It survives prestige, and the first launch is priced as a real campaign, roughly ten deep runs of recovery.
  • Satellite launch runs: mission select gains a run type tab. Pick a program on the slider, from a long cheap Standard countdown to a four-times-the-price Crash program, and the whole stake rides on the run. The pad replaces one panel wing, the T-countdown runs in game seconds, liftoff comes at T-0, and the rocket still needs 30 game seconds of protected ascent before it is safe. Lose the array first and the stake is gone.
  • Orbit insertion banks the satellite immediately: dying later in the run cannot undo it, and the run itself continues as normal.
  • Passive flux: each satellite generates 180 flux per hour in real time (the one real-time system in the game), computed server side and collected when you return, up to a 48 hour stockpile. Your constellation is visible orbiting the mission select globe.
  • Each satellite demands a bigger investment than the last.

Balance

  • The Interest perk is retired. With passive orbital income arriving, compounding interest on the banked balance had to go.
  • Salvage Rigs buffed from +25% to +40% flux bounties per rank to carry the Economy shelf.

UI

  • Buying a perk no longer pops a toast. The shop already shows the result.
  • The header's flux button becomes a resource menu once recycling exists: flux, scrap, and satellites in one panel.
All patch notes

© 2026 Flux Command