Alpha Community Feedback Update 2
This is the second patch coming to the Flux Strike closed alpha, and it’s a big one. Keep reading to see the quality-of-life updates, bug fixes, and so much more. Thank you for playing so much and giving us your feedback! Especially in Discord, you’re all crushing it.
- Released
- Sep 25, 2026
- Builds
- iOS 0.0.7 (80)Android 0.0.7 (80)
- Named
- Alpha Community Feedback Update 2
Combat
Bulwark’s invincibility is easier to understand
We’ve fixed Bulwark so that you can now see when he’s invincible to your attacks. His targeting card armor also switches with his battlefield armor.
Reported by SHaDoWS_SMoKe420.
Beat the boss means you beat the stage
When a boss goes down, the minions despawn with it. No more mopping up leftover turrets after you defeat Victor.
Good catch by Clem.
ECHO coin functionality restored
Team and hero bonuses from your slotted ECHOs weren’t providing their buffs and effects for the whole fight. Now they should have the desired impact on your squad.
Passive abilities have been restored
There were a few bugs around passive abilities that either made them not trigger at all or way too much. We’ve updated their chance and count values to work as designed.
New status effect and armor grid info panels
Tap any buff or debuff in battle to see exactly what it does and the numbers behind it. You can also pull up the damage type vs. armor grid without leaving the fight.
Requested by ektay, Shaa Doe, and LuminousVoyager1.
Crits have been balanced
The crit buffs were way more effective than they were designed to be. We’ve patched this to bring combat more into balance.
Timeline view refresh
We’ve added health bars and outlines on the timeline at the top of the screen to more clearly indicate turn order and targeting.
Based on feedback from Yonderford and LuminousVoyager1.
The Pre-Play Array rerolls on each character’s turn
The Array's prediction was only rerolling on its own turn, so it was more likely to roll several of the same action in a row. This made the prediction look like it was stuck on one answer, even though it was just a lucky (or unlucky) roll. Now the Pre-Play Array rolls every turn.
Eva Cross’s mechanics got an update
For an art pass, we’ve made Eva’s attacks more visible and impactful. Focused Shot, for example, now has a full red beam to match its deadly effectiveness.
We’ve also updated her battle mechanics to make Target Lock hit harder and use her skills more frequently. This should require a bit more strategy with swaps and FUEL management than before.
And a general batch of quality-of-life tweaks and combat fixes
- Jaxon's second ability now targets allies instead of enemies. (Reported by SHaDoWS_SMoKe420)
- Analog Jaxon's abilities have been renamed to match her final design.
- Charge skills no longer preview a false refund.
- Victor Volt’s healing turret no longer fires while the turrets are still loading in.
- Boss health chips down gradually instead of snapping to the new value when a hit lands.
- Boss barks replay on repeat runs without the dialogue window getting in the way.
- We’ve fixed the targeting outline on Maeve, so now it covers her full body
- The active unit outline stays on the character instead of catching effects attached to the rig, which was most visible on Eva Cross's floor dust.
- Battle HUD updated to the new back and menu button style.
Victory and Rewards
New victory flow
Stars and the chest animate in automatically. Tired of them? Just tap to skip. And Replay now sits right beside Next, so you can reach it easier.
Feedback from Jerryfrio and Michael [PURE], with Infinity Cloner 1.
Your wallet is visible on the result screens
Energy is now shown on both victory and defeat, so you can check where you stand without leaving the result.
Rewards land all at once
Payouts drop into your inventory in one go instead of trickling in one at a time. Each flying reward also carries its own small "+N" chip on the icon, so a big haul no longer stacks headline numbers on top of each other.
The player level up bar counts toward the right number
The popup and the hub bar were both reading the threshold for the level below, so the target you were working toward was lower than the real one.
Equipment mail actually arrives
Claiming equipment via the mailbox is now functional. Claiming campaign energy from the mailbox also no longer dips your energy before granting it.
Smaller reward fixes
- Tapping during the loot fly no longer makes handbook rewards look lost.
- Reward drops behave correctly after several campaign replays.
- Act 2 and Act 3 star rewards no longer light up green while they're still locked. (Reported by RadiantSentinel 10 and AncientWizard4.)
- Chapter 3, Stage 7 now shows the Foresight loot box in Possible Rewards instead of a random piece of gear that changed every swipe. (Reported by AncientWizard4, with Neb1207-TimelessCollector5.)
Big shoutout to Jerryfrio, who reported most of the Victory and Rewards section.
Gear and Roster
Filter and sort your roster
A new filter panel on the character list covers name, sort order, armor type, rank, corporation, variants unlocked, and the damage types and status effects a character's abilities use across all of their variants. A sort direction arrow flips the order. Heroes now sort by level and rank by default.
Reworked Gear Filters panel
Sort by sits at the top, where you can choose “Level” “Rank” or “Rarity.” You can also toggle “Hide Equipped Gear” on or off. Every row carries its own count and dims when nothing matches it. RESET clears every filter without closing the panel, and APPLY stays dark until you've actually changed something. A sort direction arrow now sits next to the filter button.
We’ve also added sorting sections for Gear Type, Quality, and Gear Sets.
Gear sorts by level and rank by default.
Requested by Jerryfrio.
Ampworks handles big collections
Ampworks has gotten an optimization pass, where a large inventory would pull too many character portrait files at once and potentially crash the game. Those portraits are now drawn only for the rows you can actually see.
Reported by Jerryfrio.
Tap or hold a skill on the loadout card to read it
The five ability slots on the pre-battle loadout card never had a tooltip wired up. They do now.
Smaller gear and roster fixes
- UPGRADE and CRACK stay dim until you have something selected, rather than letting you tap and then telling you nothing was picked.
- Rank pips turn orange once a rank is maxed.
- Time Loop gear frames show the correct rarity color instead of always green. (Reported by ektay.)
- Gear set headers show the set name rather than the corporation.
- Missing ability icons added for Gus, Jaxon and Maxine.
- Ulysses Cole's era variants all use his real stat line. Most were sitting on placeholder numbers.
- The unit details stat grid shows SPD again. It was labelling one of its rows DEF twice. (Reported by Jerryfrio.)
- The ECHO coin detail card fits the screen on a tablet. The mint count under the coin was being cut off. (Reported by AncientWizard4.)
- Cracking a large batch in one go no longer errors out.
Campaign and World
Stages you've beaten stay beaten on a bad connection
The map was drawing from local data before your real progress arrived from the server, so cleared stages could show as locked. It now waits for your progress and offers a retry if that doesn't land.
Screens refresh themselves when your connection comes back
Leaving the campaign, mailbox, or Time Loop dashboard open through a drop used to leave it showing whatever it had when the connection went. All three now refresh on their own once you're back.
Smaller campaign fixes
- Chapter 3 era ticker fixed. Analog Era stages no longer announce themselves as Atomic.
- Pier: Terminus has its correct background instead of borrowing Brixton's.
- Chapter numbers corrected for Act 2 and Act 3.
Miscellaneous Adjustments
Onboarding tooltips now show once and never again. If one goes wrong on its first showing, it won't come back and block you.
The Time Loop tutorial no longer replays if you've already started a loop, and the reward for your first collect is no longer skipped along with it.
Sound comes back after you reject a phone call. The game was losing audio for the rest of the session on iOS.
Event notifications no longer show a negative countdown. A notification stamped with the event's end time was drawing an ever-growing minus number.
Removed the You Got Mail ticker message. The mailbox badge is still there to tell you something arrived.
The Draft Network card now reads as disabled rather than letting you into a board that isn't open yet.
What's Next
More balance passes, polish, and fixes are coming as we keep gathering data. And, as we come into the final weeks of the closed alpha, we might even have some new content headed your way.
And don’t forget: progress wipes are still on the table as we tune and tweak. We’ll let you know before that happens.
If you're new to the community, get into the Discord! Tell us your feedback and report any bugs you find so we can keep smashing them.