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Steam News29 July 202616d ago

A Look at the Tech Tree

Here's the tech tree for Flow of War. If you're interested, I've shared some of the design process behind it below. Click here to view the full-size Tech Tree on the website.

In this update6

Full notes

Full Flow Of War update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions7 changes0 removals
  • Gameplay
  • Balance
  • Server
changedHere's the tech tree for Flow of War. If you're interested, I've shared some of the design process behind it below.
changedClick here to view the full-size Tech Tree on the website.
changedInspired by classic RTS games, I wanted the tech tree to offer multiple upgrade paths instead of a single linear progression. Players can prioritize different branches depending on their strategy and the current situation.
changedSince Flow of War combines automated resource management with base building and wave defense, I divided the tech tree into four categories.
changedResourcesThe Resources branch starts with basic gathering like wheat and water, then expands into advanced production buildings such as the Forge and Lavender.
changedResourcesThe goal is to build a stable economy that can sustain itself, giving players the resources needed to unlock powerful Elite Towers and Elite Units for the late game.

Flow Of War changes

changedHere's the tech tree for Flow of War. If you're interested, I've shared some of the design process behind it below.
changedClick here to view the full-size Tech Tree on the website.
changedInspired by classic RTS games, I wanted the tech tree to offer multiple upgrade paths instead of a single linear progression. Players can prioritize different branches depending on their strategy and the current situation.
changedSince Flow of War combines automated resource management with base building and wave defense, I divided the tech tree into four categories.
changedThe Resources branch starts with basic gathering like wheat and water, then expands into advanced production buildings such as the Forge and Lavender.

Here's the tech tree for Flow of War. If you're interested, I've shared some of the design process behind it below.

Click here to view the full-size Tech Tree on the website.

Inspired by classic RTS games, I wanted the tech tree to offer multiple upgrade paths instead of a single linear progression. Players can prioritize different branches depending on their strategy and the current situation.

Since Flow of War combines automated resource management with base building and wave defense, I divided the tech tree into four categories.

Resources

The Resources branch starts with basic gathering like wheat and water, then expands into advanced production buildings such as the Forge and Lavender.

The goal is to build a stable economy that can sustain itself, giving players the resources needed to unlock powerful Elite Towers and Elite Units for the late game.

Production

Automation is powered by Water Power. By expanding your water network, production buildings become more efficient and increasingly self-sufficient, creating another strategic layer for your kingdom.

Unit Recruit

The military branch begins with basic troops and gradually unlocks stronger units. Later, players can choose to invest in powerful Elite Units, building an army capable of resisting increasingly dangerous enemy waves.

Defense

The Defense branch unlocks stronger walls, new tower types, and support buildings that automatically repair nearby structures, creating a stronger and more resilient defensive network.

Design Philosophy

My goal was to keep the early game simple and approachable, then gradually introduce more mechanics and strategic choices over time. I want players to discover new technologies naturally while enjoying the feeling of building a kingdom that grows stronger with every tier.

What do you think about the tech tree?

If you have ideas for new buildings, upgrades, or ways to improve it, let me know in the comments. I'd love to hear your feedback!

Source

Steam News / 29 July 2026

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