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Flux Tower DefenseNewsv1.0.0 Flux Tower Defense: Randomized Loadouts, 28 New Buildables, UI update
Major update

v1.0.0 Flux Tower Defense: Randomized Loadouts, 28 New Buildables, UI update

Flux Tower Defense · published 24 Jul 2026, 15:28 UTC · build 24376823

All newsPlayers around this dateRead on Steam

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 Draft

Each 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 Towers

  • Siege 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 Tab

A 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, each tier wider and hitting more targets.

9 New Traps

  • Caltrops — 5 banked charges, the deepest bank in the game. Eats a whole clump at once.

  • Proximity Mine — one massive burst, single charge, very slow re-arm.

  • Flame Jet — fire pulse across its tile and the adjacent ring, leaving a burn that keeps ticking.

  • Static Field — arcs a zap to every enemy on or beside the tile, no charges, steady rhythm.

  • Tar Pit — zero damage. Anything crossing drops to a crawl, stretching the kill window for everything nearby.

  • Bramble Snare — seizes every enemy on the tile at once and holds them fast.

  • Bloodletter Rune — honest contact damage, and anything dying on the glyph refunds gold.

  • Corrosion Pool — eats armor. Tiny damage, but everything crossing takes more from every other source.

  • Frost Plate — chips damage and chills everything standing on it.

4 New Evolutions

Lv 15 transformations for the new roster — Siege Ballista → Fortress Breaker, Frost Lattice → Absolute Zero, Ember Sprayer → Pyroclasm, Hive Nexus → Swarm Queen. Same deal as always: expensive, ~60% odds, and a failure drops the tower to Lv 4.

Difficulty

  • Easy — 80% enemy HP, +15% gold, 30 life, 60 walls.

  • Normal — the run you already know. 20 life, 40 walls.

  • Hard — 130% enemy HP, -10% gold, 15 life, and only 20 walls. Every block has to earn its tile.

Questline replaces the tutorial

The scripted first-run overlay is gone. In its place: 25 quests across 6 chapters that unlock inside real runs, at the wave where each mechanic actually becomes reachable — placement and walls, then attributes, targeting modes and the damage meter, then elites, pods, charge banks and plate filters, then veterancy perks, evolution and the Challenger. Progress is per-player, not per-run, so a mechanic is taught once and never again.

Codex

Every enemy, elite modifier, and passive you face is recorded permanently across all runs. The title-screen codex only shows what you've actually met — no spoilers, and no forgetting what that purple outline meant.

Steam Deck & Linux

Native Linux build, shipping as its own depot alongside Windows. Verified against SteamOS.

Visual & UI overhaul

  • Faux-3D tower bodies across the whole roster — towers read as objects on the board now, not stamps.

  • Rebuilt trap frames, attribute plinths, cooldown badges, and veterancy pips on shared chrome, so every entity speaks the same visual language.

  • New portrait art for 58 towers, traps and enemies; redrawn element badges and UI icons.

  • Details sidebar rebuilt from the ground up.

  • Dedicated Challenger boss rendering for the every-15-waves encounter.

Balance pass

  • Range and target counts tightened across the board — Flak Battery 3/3 → 2/2, Tesla Coil 4 → 3 targets, Ember Sprayer 3 → 2, Siege Ballista and Cinder Mortar range 4 → 3.

  • Auras pulled in: Void Gate 4 → 3, Holy Spire and Mana Resonator 2 → 1, Wellspring Banner 3 → 2.

  • Cooldowns raised on the fast tickers: Ember Sprayer 350 → 500ms, Prism Beam 220 → 300ms, Frost Lattice 900 → 1200ms, Hive Nexus 700 → 900ms.

  • Evolved towers now anchor their range to the base tower's Lv 15 reach and their cooldown to its Lv 15 cadence.

  • Void Gate anti-heal 99% → 50%, with a new Deepen perk restoring it to 70%.

  • New veterancy perks: aura reach and void deepen, plus a Roll Perk prompt.

  • Gravity Well no longer pins every enemy on its tile — pool occupancy respects its target cap.

Full changelog

  • Steam Deck / Linux support

  • Loadout Draft — randomized roster each run

  • 19 new towers, 9 new traps, 4 new evolutions

  • New Special tower category

  • Difficulty modes: Easy / Normal / Hard

  • Tutorial redesigned into a 25-quest, 6-chapter questline

  • Codex — persistent enemy, elite and passive discovery

  • Faux-3D tower bodies and full renderer restyle

  • 58 new entity portraits, new UI icon set

  • Rebuilt details sidebar

  • Range / target / cooldown balance pass across all 56 entities


No two runs build alike anymore.— ArcadeDeck

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