Fluxgates
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.
- Release date
- To be announced
- Platforms
- Windows, Linux
- Developer
- Mouniou
- Publisher
- Mouniou

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About Fluxgates
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 doEach 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 differentA combo engine, built fresh every run. 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.…
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