

A roguelike where every run is a factory you wire together on a canvas. Draft nodes, connect them into a production line, then press Run and find out. Each room demands more than the last - build the combo engine that keeps up, or stall three ticks from the target.
Overview
A roguelike where every run is a factory you wire together on a canvas. Draft nodes, connect them into a production line, then press Run and find out. Each room demands more than the last - build the combo engine that keeps up, or stall three ticks from the target.
Description
Draft nodes. Wire them together. Resources flow. Rooms demand throughput.
Drag, wire, press ▶ Run Production.
Each room sets one objective — collect 400 energy, hold ≥20 matter/tick for 20 ticks in a row, clear every track before the run ends — and hands you a credit budget.
Nothing is on a timer while you build. Wire sources into amplifiers into sinks, buy the piece you're missing from the room shop, take as long as you want. When the pipeline looks right, press ▶ Run Production.
The simulation runs a fixed number of ticks and scores what flows into your sinks. Fall short and you can rewire and retry — each retry costs budget. Clear it and you choose: bank the reward, or push for the bonus target and risk carrying a penalty into the next room.
Between rooms you draft new nodes and relics from the Spoils screen, then pick your path through a branching map of rooms, shops, rests and events. Your pipeline grows, warps, and either carries you to the boss or seizes up on the way.
A combo engine, not a factory to optimise. Individual nodes are simple. The run is about the multiplier chain you stumble into — an amp that scales with the amps upstream, a capacitor that stores three dead ticks into one spike that clears the threshold. Factory-game parts, deckbuilder pacing.
Packs decide what run you're playing. Eight packs, each a complete strategic twist on the same substrate: Chaos gambles, Toll pays a known price, Power stacks raw ×s, Routing shapes the flow, Tempo reshapes when it arrives, Synthesis converts anything into anything, Economy turns credits into throughput. Toggle them at run setup to concentrate the draw.
Difficulty you opt into. The Pact of Punishment lets you accept conditions — tighter objectives, leaner budgets, volatile nodes, costlier retries — for more Heat, and more Flux when you win. Clear a Heat tier to unlock the next.
70+ nodes across 8 packs — sources, amplifiers, splitters, gates, converters, sinks
22 relics — permanent, run-long rule-benders
42 rooms and 5 bosses, two of them unlocked by how you win, not by how often
A branching map each run — rooms, elites, shops, rests, events
A 32-node research tree spending Flux on permanent unlocks: packs, comfort, power
Blueprints — save a sub-pipeline and inject it into a future run
Pack Filters — an unlock that lets you switch packs off at run setup and concentrate the draw into the build you want
A loss still pays Flux — no run is wasted
Full English and French — text and UI
A free demo is available — it covers the opening rooms and the first boss, and your progress carries nothing into the full game but the knowledge of how to wire a merger.
Fluxgates is built solo. Wishlist it to get told the day it launches — that signal is the whole marketing budget.
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