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Watch trailer on Steam ↗Flux Tower Defense
ArcadeDeck · Published by ArcadeDeck · Official site ↗
1 user reviews — 100% positive (1 reviews) · 28 achievements
Last updated 28 Sept 2026
Elemental-rune tower defense with permadeath. Roll LAVA / GLACIER / ELECTRIC / STEEL attributes on your towers, combo into Tier 2 at Lv 10, dual-roll at Lv 15. Sell to reshape the path. 28 achievements, Steam Leaderboards, Steam Cloud.
£5.29
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Price history
Indie, Strategy · 2026 · More £5 - £15 games
About this game
Flux Tower Defense
Stop every wave, or lose the run. Enemies erupt from the red portal. Your fortress — teal, glowing, alive — is the only thing between the map and extinction. One death wipes your save, so every tower placement counts.
Elemental attributes, layered deep
Every tower levels from 1 → 15 with branching milestones:
- Lv 5 rolls a random element: LAVA (burn DoT), GLACIER (slow), ELECTRIC (chain), or STEEL (crit).
- Lv 10 upgrades that element to Tier 2 — a unique ability. LAVA burns hits for 25% dmg/s over 3s. GLACIER has a 20% chance to freeze. ELECTRIC jumps to nearby enemies. STEEL lands 2× crits.
- Lv 15 rolls a second attribute, stacking two elements on one tower. The combos run deep.
Place. Sell. Reshape.
Towers block the path. Traps walk over. A* pathfinding recomputes the instant you sell, so mid-wave repositioning is a real tactic — kite elites into your choke, open a shortcut, swap a Lv 10 into a Lv 1 at the front line when the money calls.
Endless waves, boss rotation
Wave 1 is a tutorial of Slimes. Wave 2+ drops a boss variant of a random species at the end of every spawn queue — 5–10× HP, larger, meaner. 13+ enemy types each have dedicated mechanics you'll learn the hard way.
Compete on Steam Leaderboards
- Highest Wave — all-time global ranking
- Fastest Wave 20 — speedrun the first 20 waves
- Weekly High Score — a fresh board every week
28 Achievements — depth at every tier
Progression, Mastery, Attribute, and Fun categories. Challenge runs include Minimalist (5 towers to Wave 20), Eggshell (no walls to Wave 15), Sommelier (all four Tier 2 attributes in one run), Endless Maze (enemy path 60+ cells), and Close Call (10 waves cleared at 1 life).
Live tools: damage meter + enemy bestiary
- Damage Meter — click the Σ icon to see which tower is carrying your run.
- Enemy Bestiary — locked until first sighting, each entry explains the mechanic.
- Game-over summary — survived time, kills, top damage dealers, attributes rolled, and a Personal Best badge on a new high wave.
Steam integration
- Steam Cloud — saves, progress counters, and settings sync across all your devices.
- Steam Rich Presence localized in 14 languages.
- Steam Timeline — every wave clear and death lands as a clip-worthy moment.
Built-in accessibility
- Color Blind Assist — attribute glyphs + text labels on every tower so color alone is never load-bearing.
- Reduce Motion — calms portal rotation, fortress pulse, damage shake, and UI glow animations.
- Mouse-only play — pause button on the HUD, every action reachable without the keyboard.
- Independent volume controls for music and SFX, with a global mute.
Aesthetic — zero image assets
Every enemy, tower, effect, and UI element is rendered in pure Canvas 2D. Portal triangles rotate. Fortress shields peel off as life drops. Wall towers auto-tile into crenellated battlements. Lv 15 dual-attribute towers shimmer with two elemental colors. No PNG sprite sheets. No pre-rendered tiles. Just code painting pixels every frame.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel i3-6100 / Ryzen 3 1200
- Memory: 2 GB RAM
- Graphics: Integrated GPU with WebView2 support
- DirectX: Version 11
- Storage: 200 MB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64 - bit
- Processor: Intel i5-8400 / Ryzen 5 2600
- Memory: 4 GB RAM
- Graphics: Any GPU from the last 5 years
- DirectX: Version 11
- Storage: 300 MB available space
Supported Languages
Latest news
Patch NotesOfficial
v1.0.0 Flux Tower Defense: Randomized Loadouts, 28 New Buildables, UI update
Flux Tower Defense 1.0 You no longer get the whole toolbox. Every run rolls you a random roster and dares you to make it work. The Loadout DraftEach run opens by dealing you a hand — 4 attack towers, 2 auras, 2 specials, 2 traps. That is what you build with. Wall Tower is always free, so path-shaping never depends on the roll. Clear waves and the field offers reinforcements: one more name from everything you didn't draw, pulled from a pool that shrinks with every pick. The run you get is never the run you planned. 19 New TowersSiege Ballista — armor-piercing bolt that ignores damage reduction outright. Slow, single-target, ground only. Frost Lattice — chills everything in range; every 4th shot flash-freezes. Ember Sprayer — player-aimed flame cone. Drag from the tower to set its facing. Hive Nexus — seeker drones that dive at the nearest enemy, air or ground, then return. Gravity Well — drops a pool that pins up to 2 enemies in place and grinds them under a continuous pull. Ricochet Rig — a bolt that bounces between enemies, hitting harder every jump. Rewards tight packs. The Special TabA new build category, split out of the tower list — towers that grow off what they've done, not what you paid. Grudge Engine — banks a tenure stack every wave it secures a kill in. +6% base damage each, capped at 50, never decays. Punishes selling. Culling Scythe — instantly executes anything left below its threshold. Each execute permanently sharpens the blade. Echo Vault — banks half of all damage it deals, then discharges the whole reserve as one burst every 10th shot. Flywheel Cannon — spins up under sustained fire toward a screaming redline, and coasts back down when the lane goes quiet. Repulsor Coil — shoves enemies backward along their own path and leaves them Confused. They re-walk your kill lane. Vanguard — +100% damage to enemies carrying no debuff, and Sunders them for the towers behind it. Trophy Reliquary — banks a trophy per kill, +10 per boss. Milestones rank it 0→5, ...Read full article on Community Announcements (ArcadeDeck)AnnouncementsOfficial
Flux Tower Defense: New Discovery — DLC Out Now
New Discovery — DLC Out Now Four attributes was never the ceiling. New Discovery adds two new elements, an ultimate tier above all of them, a currency to chase it, and a way to push any tower past Lv 15. - VOID — anti-mitigationDamage ignores elemental resistance outright. The Golem's 85% damage reduction stops working. Tier 2: shields break in 2 hits instead of 3. Dodge chance on Wraiths, Goblins, and Phasing elites is cut in half. - BLIGHT — sustain denialStacking damage-over-time, up to 5 stacks, cuts incoming healing in half on any enemy carrying it. Tier 2: 8 stacks, healing blocked completely. Boss-type enemies decay the stack over 6 seconds instead of losing it all at once. - SUPERIOR — the ultimate tierReroll-only. 1% chance on a Prisma reroll. It never appears on the normal Lv 5 roll. SUPERIOR isn't a generalist — it ties the best specialist on every axis, on one tower, at once: STEEL's damage, GLACIER's slow, ELECTRIC's cooldown, VOID's full mitigation-pierce, BLIGHT's full sustain denial. No specialist beats it anywhere except its own single strength. 1% odds are the only thing gating it. Prisma — reroll currencyA new resource earned during play. Spend it to reroll any tower's Lv 5 attribute — including a maxed one you already committed to. Every reroll draws from the same 6-element table, 16.5% each, plus that 1% SUPERIOR shot. Power-Up — 5 Star tiersLv 15 unlocks a fifth track: spend gold to push a tower through Star tiers 1 through 5, each one stronger and pricier than the last. Max Star adds up to 40% more on top of everything else already stacked. Every tower and trap benefits — even the ones with no damage stat. Phase Shift pushes its teleport odds. Synapse Shackle holds the stun longer. Aura towers widen their radius. Nothing sits out. What's included2 new attributes (VOID, BLIGHT) + 1 ultimate reroll-only tier (SUPERIOR) — 7 total in the roll pool New Prisma resource with its own earn/spend loop New Power-Up system — 5 Star tiers, gold-gated, work...Read full article on Community Announcements (ArcadeDeck)Patch NotesOfficial
v0.3.0 — Balance Overhaul, Tower & Trap Update, New Combat FX
Flux Tower Defense v0.3.0Biggest update yet. Rebalanced top to bottom, reworked towers, auras and traps, and a full combat-feel pass on the FX. ⚖️ Major Balancing Damage, cost and cooldown curves retuned across the whole roster — early towers stay relevant, late game hits harder. Attribute multipliers (LAVA / GLACIER / ELECTRIC / STEEL) rebalanced at every tier. Enemy HP, gold and elite scaling tightened so no wave is a free win or a brick wall. 🏰 Tower, Aura & Trap Update Reworked tower behaviors and aura ranges — support towers pull their weight. Trap charge-banks and plate filters tuned for cleaner combos. Veterancy perks adjusted for more meaningful Tier-3 choices. ✨ FX Update Combat juice — enemies burst on death, towers flash on fire, hits throw sparks, damaged enemies flash white. Screen shake — bosses and Challengers land with weight. Living backdrop — drifting nebula, ambient motes and a framing vignette under the grid. All new FX respect the in-game Reduce Motion setting. Thanks for playing — drop feedback in the Discussions. More coming.Read full article on Community Announcements (ArcadeDeck)AnnouncementsOfficial
Flux Tower Defense v0.2.2 — Lv 15 EVOLUTION
v0.2.2 — Lv 15 EVOLUTION Your Arrow, Prism, Blade, and Tesla towers can now EVOLVE at Lv 15. Each becomes a completely new tower with a new attack pattern — but only if you take the gamble. 60% chance to ascend. 40% chance to fall back to Lv 4, attribute and Tier 2 wiped. No save-scumming. No do-overs. The four evolved formsArrow Tower → Volley Spire — fires a 5-arrow fan in a forward cone, hitting every enemy in the cone instead of a single target. Prism Beam → Eclipse Lens — sweeping omnidirectional beam. No ramp, no primary lock — consistent damage to every enemy in range as the beam orbits. Blade Launcher → Whirling Carousel — four blades orbit at radius 2 cells, contact-damaging anything that crosses the orbit ring. Becomes a perimeter AoE. Tesla Coil → Storm Pillar — drops 3 sky-lightning columns per cycle on random enemies in range. Each strike is a small AoE blast. No chain. How it worksGet the tower to Lv 15. The Upgrade button becomes an EVOLVE button. Click it, confirm the warning, pay the gold cost. A roll is made. Success: tower transforms. Your Lv 5 attribute and Tier 2 multipliers carry over — a LAVA T2 Arrow Tower stays a LAVA T2 Volley Spire. Failure: tower drops to Lv 4, loses its attribute, loses Tier 2. Sell value stays intact, so you can pivot — but the upgrade investment is gone. Evolved towers are terminal. No further upgrades, no re-evolves. Free update for ownersAuto-applies on next launch. Existing saves load fine — no migration needed. Towers placed pre-patch can evolve as soon as they reach Lv 15. Known limitationsThe new EVOLVE UI and four tower descriptions are English-only at launch. The other 14 locales fall back to English text for these strings; a localization pass ships in the next patch. FeedbackBug reports → Steam Discussions Speedrun bragging → Leaderboards tab in-game Roll well. — ArcadeDeckRead full article on Community Announcements (ArcadeDeck)Patch NotesOfficial
Flux Tower Defense — Patch v0.2.1
⚔ New: Veterancy & Perks Towers now earn ranks from combat — Rookie → Recruit → Veteran → Elite → Master → Champion. Hit Elite (Tier 3, 150 kills) to unlock a perk slot. Two perks per tower: a safe stat boost and a rare behavior-changer. Paid rerolls: gold cost scales with tower investment (100g–1000g). Utility traps (Synapse, Phase, Toxic, Molecular, Wellspring, Resonator, Midas, Pyre, Sigil, Aeon, Void) track their own progress counter — stuns, phases, marks, heals — so they tier up too. 🔫 New: Charge Bank System Multi-shot traps now bank discrete charges instead of one-shot cooldowns. Burst when you need it, regen between waves. 🎯 New: Plate Filter Targeting Walkable traps can be set to trigger only on: All — legacy behavior Boss — save the punch for the big guy Elite — pop modifier-tagged enemies Carrier — only fire on enemies carrying a pollination debuff 📜 New: Wave Event Banner Milestone wave events now telegraphed with an animated banner so you stop missing them. ⚖ Balance Soul Reaper: killStack damage now capped at 2000 stacks. Prevents marathon runs from overflowing damage into Infinity (and quietly corrupting saves). Prism Beam: ramp damage now caps at 3.5× (was uncapped). Locking on a tanky boss for 60+ seconds no longer NaNs your save. Aeon Sanctuary — "Eternal" perk reworked: now grants +5% slow magnitude on any attribute roll, plus ignores Antifreeze halving when GLACIER. No longer a dead pick for non-GLACIER Aeons. Skeleton nerf: HP 21 → 18, speed 1.5 → 1.35, spawn rate 0.6 → 0.5. Boss Skeleton scaled to match (HP 240 → 200, speed 1.13 → 1.05). 🐛 Fixes Reroll cost mismatch: sidebar quoted price now matches engine-charged price exactly (was off for low-cost traps). Save integrity: uncapped damage scalars (Reaper, Prism) could NaN saves on long runs — both now hard-capped. Thanks for playing. Bug reports & balance feedback welcome on the Steam Community hub.Read full article on Community Announcements (ArcadeDeck)






