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All patch notes Build 0.0.7
Released Oct 12, 2026

Clearer Rewards, Smoother Combat

Track your Onboarding rewards more easily, find claimable tickets first, and enjoy another round of combat polish. This update also fixes missing energy, improves gear filters and recovery after failed requests, and cuts downloaded content to roughly half its previous size while reducing memory use.

Build 0.0.7
Released
Oct 12, 2026
Builds
iOS 0.0.7 (91)Android 0.0.7 (91)
Named
Clearer Rewards, Smoother Combat

This update makes rewards easier to track, fixes some stubborn energy issues, and gives combat another round of polish. We’ve also reduced download size and memory use, with fixes for several device-specific problems.

Thanks for keeping the reports coming in Discord. Here’s what’s new!

Dispatch Desk and Employee Onboarding

A clearer Onboarding reward track

Employee Onboarding has a fresh visual pass. Each ticket shows how much Event XP it awards, and a progress bar tracks your progress toward the next reward.

Milestone XP requirements turn orange when you reach them, and claimed rewards keep their orange frames so you can see how far you’ve come.

See when the next day opens

Locked Onboarding days now show an “Available in” countdown.

Tickets also display their number above the objective text. Those numbers stay consistent when the list changes order, so Ticket 01 is always your login objective.

Completed tickets move to the top

Tickets with rewards ready to claim now appear first, followed by objectives in progress, ones you haven’t started, and claimed tickets.

This applies to both Work Orders and Employee Onboarding.

Claiming tickets gets a little more satisfying

Claim a completed ticket and its stub tears off with a new animation and sound. You can claim several in a row without waiting for each animation to finish.

Smaller Dispatch Desk fixes

  • Work Orders’ seven steps now spread evenly across the reward track, which connects to the reward box once every ticket is complete.
  • Card headers now read Daily Jobs, Weekly Jobs, and Monthly Jobs.
  • Objectives with five steps or fewer show individual progress cells.
  • Spending Cores through the refill popup updates your Onboarding objective while the Dispatch Desk is open.

Energy and Rewards

Level-up energy appears immediately

When you level up and refill your Flux Energy, it's now displayed immediately, including when the same reward claim also grants extra energy.

Time Loops keep the energy you regenerated

Collecting a Time Loop could overwrite your current energy with an older value, losing energy you’d regenerated while the loop was running. That’s fixed.

Combat

Jaxon’s Clamp Down ability shields your team

Clamp Down was shielding the enemy you targeted. It now shields your ally with the lowest Defense, as intended.

Maeve’s Broadcast lands three hits

Broadcast now deals three hits at 40% each, matching its animation and sound. Total damage is unchanged.

Multi-hit attacks land together

When an ability hits several targets multiple times, each target now takes the first hit before the next volley begins.

If a target goes down partway through, the remaining hits continue instead of cutting the attack short.

The Pre-Play Array keeps its predictions separate

The Array’s base prediction could land on the same action as Second Guess, leaving it covering one action instead of two. Its predictions now stay distinct, so it no longer gives you that accidental opening.

Gear and Loadouts

Filter equipped and unequipped gear

The Hide Equipped Gear toggle has been replaced with a GEAR STATUS section. Equipped and Unequipped each have their own filter and item count.

Select both, or use Select All, to see everything.

Failed Cracking attempts give you a clearer answer

A connection problem during Cracking now checks what happened to your gear before showing the result. The message tells you whether your gear is still there and offers Retry without making you select everything again.

Retries also check whether the original attempt succeeded, so gear that already went through won’t be submitted twice.

Gear stays put when salvage fails

A failed salvage request could make gear disappear from your device even though it was still on your account. The local inventory now restores it when the request fails before reaching the server.

Interface and Audio

Tooltips stay open while you read

Moving your finger slightly after holding a wallet item or loadout stat no longer dismisses its tooltip. It stays open until you tap away.

Your battle speed stays saved

Choosing 2x battle speed now carries across relaunches. Previously, battles could return to 1x even while the setting still showed 2x.

Performance and Device Fixes

Smaller downloads and lower memory use

We’ve made a substantial loading and memory pass. Downloaded content is roughly half its previous size, and improved character texture compression on iOS reduces memory use without lowering texture resolution.

The Dispatch Desk also uses significantly less memory. Background music now streams instead of loading entire tracks into memory, and lighting effects only use resources on screens that need them.

Device-specific fixes

  • Fixed a crash on launch on seventh-generation iPads.
  • Fixed screen distortion during the walkthrough.
  • Fixed the top bar clipping under the notch on iPhone 11 Pro.

What’s Next

Keep letting us know how the fights feel, whether rewards are arriving as expected, and how the game runs on your device.

Thank for you playing the Flux Strike closed alpha! We wanted to get this build out to make the final week as smooth as possible.

As always, head to Discord with your feedback and bug reports. And follow us on social to be in the loop on when the beta is coming out.

The alpha is open

Be the first to play Flux Strike and help us make it better. You’ll experience new gameplay early, test features, and provide feedback and bug reports to help direct the future of the game.

Join the alpha