Alpha Community Feedback Update 1
Your feedback in action: clearer combat targeting, smoother difficulty, auto-saving loadouts, easier roster and gear browsing, customizable back buttons, and bug fixes.
- Released
- Sep 18, 2026
- Builds
- iOS 0.0.7 (35)Android 0.0.7 (76)
- Named
- Alpha Community Feedback Update 1
First off, we want to thank you all so much for your feedback playing through the Flux Strike closed alpha. We’re so excited to see people actually playing!
Our first mission was to smooth out moments of friction players were experiencing. Difficulty spiked suddenly, a save button slowing down the loadout process, and shifting which menus showed what.
As always, the Discord is the fastest way to reach us. Bug reports, balance complaints, and even half-formed opinions all go straight to the team. Here’s what we’ve updated in Flux Strike 0.0.7 (iOS 0.0.7 (35) // Android 0.0.7 (76)).
Combat
Invincible targets became more visible
Invincible units now get their own targeting treatment. You can still target them, you just won't do damage. Now you can choose whether you want to throw away an attack or actually hit someone who can get hurt.
Shoutout to SHaDoWS_SMoKe420 in Discord for helping us improve this one.
Unit highlighting in battle
It wasn’t always clear whose turn it is or which units a skill is about to hit. We’ve added a clearer treatment that highlights the attacker/ability user with white, friendly targets (heals/buffs) with blue, and damage targets with orange.
Thanks to Yonderford, LuminousVoyager1, and Jerryfrio in the Discord combat thread for helping diagnose this!
Balance
Chapters 2 and 3 are smoother
Over the first few days of testing, we saw that Delty at 2-3 was a bit of a wall. Rather than just softening the wall, we brought Delty down slightly and increased the difficulty of the fights after him.
More specifically:
- Delty’s attack and HP is reduced. He’s still difficult, just not a full stop.
- Headhunter hits significantly harder.
- Beaufort has a deeper health pool than before. Knocking him out in a single damage phase should be off the table.
Campaign & Story
The salvage tutorial was switched off
Gwen's line after 3-4 promised a Cracking lesson that’s not in the closed alpha, so the whole beat is now disabled.
Good catch by ballsiml and a few others in Discord!
Loadout and Armory
Your loadout saves itself
SAVE LOADOUT is gone. No need to make that extra step now that edits commit on their own as you make them.
Shoutout to ballsiml, AncientWizard4, Clem, and all the others who helped with this one!
Swipe between operatives
We’ve added swiping left or right on the loadout screen to move through your roster instead of backing out each time. The swiping follows whatever search and sort you had in the armory (via the loadout) and wraps around at both ends. Backing out now lands you on the operative you finished on, not the one you started from.
Shoutout to ballsiml and Jerryfrio for the feedback that inspired this change!
See everyone's gear from the armory
- The armory now shows each operative's equipped gear. Tap a slot for a read-only card with the rolled stats on that piece, and swipe the preview to page through that operative's loadout presets. Cracking, Ampworks, and swapping still live behind EDIT LOADOUT.
- LEVEL UP has moved off the armory as part of this. Leveling is now reached through EDIT LOADOUT.
- LOADOUT has moved on the main menu
- New position on the main menu. Same screen when you get there.
Thanks to Jerryfrio and everyone who gave great feedback on the loadout flow!
UI and Polish
Choose what side your back button is on
System Settings has a new BACK BUTTON row that moves the header's back button to the left or the right, whichever suits how you hold your phone. Only the header moves. Back buttons inside panels stay put, and the arrow still points left either way. The setting survives an account reset.
Shoutout to ektay, Clem, and everyone who gave us great UI feedback.
A cleaner header
The header gets an icon-only treatment and HOME has left it. The hamburger is now always present and does the contextual thing: settings at the lobby, home when you have a screen open.
General loadout polish
The bottom buttons on the Equipment Swap screen have gotten a layout pass. And you can now switch between loadouts in the Unit View.
Miscellaneous Adjustments Added
- Bulwark MK-II and Pre-Play Array have been re-scaled.
- We’ve fixed the bug in which selecting “off” on the gyroscope parallax didn’t keep the setting throughout the game. Now when it’s off, it’s off.
- We’ve patched a bug where the variant ability menu wasn’t appearing in the loadout menu.
What's Next
More balance passes, polish, and fixes are coming as we continue to gather data. We might even get some more content coming your way. And friendly reminder: progress wipes are still on the table as we tune and tweak.
You’re all crushing it! And if you’re new to the community, get into the Discord, tell us where the build fought you, and keep the bug reports and feedback coming.
If you haven't already please give us a like/subscribe/follow on our social channels and help the game grow!