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.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Fluxgates is a systems game built by one person, and systems games are only finished once players have tried to break them. The content is here - eight packs, 71 nodes, three acts, five bosses. What isn't here yet is the thousands of runs it takes to know which combos are broken, which packs feel dead, and where the difficulty curve quietly lies to you. I'd rather tune that with players than guess at it alone for another year and end up with a game balanced for an audience of one.

The second reason is that a game like this should keep growing. Every pack changes what a run is, and the ones I haven't built yet are the ones players will argue me into. Early Access is where that argument happens while it can still change the game - starting with the biggest addition I have planned, the Foundry: every run you play will feed a persistent meta factory, so no run, won or lost, leaves nothing behind.”

Approximately how long will this game be in Early Access?

“I'm planning for around a year, and I'd rather give an order of magnitude than a date. The plan is regular updates instead of one big drop: balance passes as soon as there's enough play to justify them, then the Foundry and new packs and relics on top. My intention is to leave Early Access once the balance has stopped moving and the roadmap has run out - and if that takes longer, I'd rather say so than call it finished early.

How is the full version planned to differ from the Early Access version?

“The plan is more of what's already there, plus the things that aren't in yet:

- The Foundry: every run you play will feed a persistent meta factory - the last room of each run becomes a machine there, and the Foundry's output powers your research tree. It's a plan, not a date
- New packs, nodes and relics, added over time rather than all at once
- A balance pass driven by how people actually play, not by how I play
- Steam Cloud saves, then Steam Achievements
- More rooms, more bosses, and more research to spend Flux on
- Challenge modes for people who have finished the Heat ladder
- More languages beyond English and French
- I'd also like to get macOS builds out, though I can't say yet whether that will happen since there already is Windows + Linux/SteamOs

The core loop - draft, wire, run, push your luck - is what it's going to be, and I have no plans to change it. Early Access is about what fills it, and about a thousand small edges getting sanded down along the way. Anything that turns out to make the game worse, I'd rather cut than keep for the sake of a longer changelog.

What is the current state of the Early Access version?

“Playable start to finish, in English and French. A run is three acts, each a branching map of rooms, elites, rests and events that ends in a boss - beat the third and the run is won. You draft nodes and relics as you go, spend Flux in a research tree between runs, and climb the Heat ladder if you want the run to fight back. Eight packs, 71 nodes, 23 relics, 42 rooms and 5 bosses are in and working, and a guided tutorial on the main menu teaches the loop.

What that means in practice: the systems are complete and the balance is not. Expect combos that are stronger than they should be, packs that need work, and difficulty that jumps where it should climb. That's the part Early Access is for.

What isn't in yet, so nobody has to find out after buying:

- The Foundry - planned, not in the game yet
- No Steam Achievements and no Steam Cloud saves - saves are local
- Keyboard and mouse only - no controller support (although steam deck input config is included)
- Windows + SteamOs only
- English and French only

It is not a content-locked trial. What you buy is the whole game as it stands today.

Will the game be priced differently during and after Early Access?

“I plan to raise the price when the game leaves Early Access, to match the content added along the way - so the Early Access price is meant to be the lowest Fluxgates is sold at. Whenever you buy it, you get every later update, including the 1.0 release, at no extra cost.

How are you planning on involving the Community in your development process?

“The Steam community hub is the main channel - discussions and bug reports, read by me, because there is no one else. There's a Discord too (discord.gg/WaM3BhhVJR), for people who'd rather talk about a build than post about it - the game's main menu links straight to it, next to the bug-report button.

The first time you launch the game, it asks - once, in plain language - whether you want to share anonymous statistics about your runs: which rooms stopped you, what you picked, where the run ended, and a report if the game crashes. It's off unless you say yes, and you can change your mind any time in Settings → Data. No account, no personal data, nothing that identifies you, and the game works exactly the same if you leave it off. Everyone who turns it on is directly feeding the balance passes - it's the difference between tuning this game on data and tuning it on my own opinion.

Neither replaces telling me things in words. Say what stalled, what felt broken, what you stopped using. I plan to post what changed and why alongside each update, and when a request doesn't make the cut, I'd rather explain that than leave it unanswered.
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

Every run is a factory you've never built before.

Draft nodes. Wire them together. Resources flow. Rooms demand throughput.

Drag, wire, press ▶ Run Production.

What you do

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.

What makes it different

  • 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.

Features

  • 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

Demo

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.

Made by one person

Fluxgates is built solo. Wishlist it to get told the day it launches — that signal is the whole marketing budget.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Parts of Fluxgates were built with AI assistance, and all of it is fixed content baked into the build - nothing is generated while you play.

Code: Some of the game's source was written with an AI coding assistant, reviewed, edited and tested by the developer before shipping.

Text: English and French interface strings and node descriptions were drafted with AI help and edited by hand.

No AI generated art or audio. Every visual is drawn by the interface itself, and every sound and music track is synthesised procedurally by a script in the project.

The game runs fully offline. No AI model runs at runtime, and no data leaves your machine.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Any x64 CPU, 2.0 GHz dual-core
    • Memory: 4 GB RAM
    • Graphics: Any GPU with WebGL2 / hardware acceleration (integrated is fine)
    • Storage: 600 MB available space
    • Additional Notes: Mouse required. 1280×720 minimum resolution.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Any x64 CPU, 3.0 GHz quad-core
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU or a modern integrated GPU
    • Storage: 1 GB available space
    • Additional Notes: 1920×1080 or higher. large pipelines want canvas space.
    Minimum:
    • OS: Steam OS / Steam Deck
    • Processor: Any x64 CPU, 2.0 GHz dual-core
    • Memory: 4 GB RAM
    • Storage: 600 MB available space
    • Additional Notes: Mouse required. 1280×720 minimum resolution.
    Recommended:
    • OS: Steam OS / Steam Deck
    • Processor: Dedicated GPU or a modern integrated GPU
    • Memory: 8 GB RAM
    • Storage: 1 GB available space
    • Additional Notes: 1920×1080 or higher. large pipelines want canvas space.
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