In this update3
Full notes
Full Flux Tower Defense update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
Flux Tower Defense changes
Flux Tower Defense v0.3.0
Biggest update yet. Rebalanced top to bottom, reworked towers, auras and traps, and a full combat-feel pass on the FX.
⚖️ Major Balancing
Damage, cost and cooldown curves retuned across the whole roster — early towers stay relevant, late game hits harder.
Attribute multipliers (LAVA / GLACIER / ELECTRIC / STEEL) rebalanced at every tier.
Enemy HP, gold and elite scaling tightened so no wave is a free win or a brick wall.
🏰 Tower, Aura & Trap Update
Reworked tower behaviors and aura ranges — support towers pull their weight.
Trap charge-banks and plate filters tuned for cleaner combos.
Veterancy perks adjusted for more meaningful Tier-3 choices.
✨ FX Update
Combat juice — enemies burst on death, towers flash on fire, hits throw sparks, damaged enemies flash white.
Screen shake — bosses and Challengers land with weight.
Living backdrop — drifting nebula, ambient motes and a framing vignette under the grid.
All new FX respect the in-game Reduce Motion setting.
Thanks for playing — drop feedback in the Discussions . More coming.
Source
Changelog.gg summarizes and formats this update. How we read updates.
