| # | Name | Region | Bldg | Tech | Worth | Log |
|---|
Frontiers of Flux is a multiplayer resource management game. Each player spawns in a region with unique production modifiers, gathers raw materials, builds infrastructure, researches technologies, and trades with other players. The goal is to maximize your net worth and climb the leaderboard.
| Resource | Base Manual Yield | Base Extractor |
|---|---|---|
| Iron | +3 | +3/tick (Extractor) |
| Copper | +3 | +3/tick (Extractor) |
| Water | +4 | +4/tick (Pump) |
| Biomass | +4 | +4/tick (Harvester) |
| Resource | Produced By | Inputs |
|---|---|---|
| Iron Plates | Smelter | 2 Iron → 1 Iron Plates/tick |
| Copper Wire | Wire Drawer | 2 Copper → 1 Copper Wire/tick |
| Fuel | Fuel Processor | 2 Biomass + 1 Water → 1 Fuel/tick |
| Circuits | Assembler | 1 Iron Plates + 1 Copper Wire → 1 Circuits/tick + 1 RP/tick |
| Resource | Produced By | Inputs | Required Tech |
|---|---|---|---|
| Components | Workshop | 1 Circuits + 2 Iron Plates → 1 Components/tick + 2 RP/tick | Automation Core |
| Alloys | Alloy Forge | 2 Iron Plates + 1 Fuel → 1 Alloys/tick | Advanced Materials |
| Machines | Machine Shop | 1 Components + 1 Alloys → 1 Machines/tick + 3 RP/tick | Automation Core |
| Machines ×2 | Rare Refinery | 1 Alloys + 2 Circuits → 2 Machines/tick + 2 RP/tick | Rare Processing |
| Building | RP/tick |
|---|---|
| Assembler | +1 RP |
| Workshop | +2 RP |
| Machine Shop | +3 RP |
| Rare Refinery | +2 RP |
| Technology | Cost | Effect | Unlocks |
|---|---|---|---|
| Mechanized Extraction | 20 Iron Plates 5 Circuits |
Doubles all extractor output | Mk2 Extractors (×8/tick) Scheduled Production (T2) Automation Core (T2) Deep Extraction (T3, +Advanced Materials) |
| Advanced Smelting | 15 Iron Plates 10 Fuel |
Refineries use 25% less input per operation | Advanced Materials (T2) Pollution Filter (T2) |
| Logistics Basics | 15 Copper Wire 5 Circuits |
Doubles all storage capacity | Large Storage Caravan Post (–25% trade fees) Trade Networks (T3, +Automation Core) |
| Technology | Requires | Cost | Effect | Unlocks |
|---|---|---|---|---|
| Scheduled Production | Mechanized Extraction | 15 Circuits 10 Iron Plates |
Schedule buildings to run every 2, 3, or 5 ticks to conserve inputs | — |
| Automation Core | Mechanized Extraction | 30 Circuits 15 Fuel |
Automatically gathers all base resources each tick | Workshop (Components + 2 RP/tick) Drone Network (doubles contract throughput) Trade Networks (T3, +Logistics Basics) Sustainable Extraction (T3, +Pollution Filter +Advanced Materials) Rare Processing (T4, +Advanced Materials +Deep Extraction) AI Logistics (T4, +Trade Networks) |
| Advanced Materials | Advanced Smelting | 40 Iron Plates 20 Copper Wire |
Unlocks alloy production and pipeline transport | Alloy Forge (Alloys) Pipeline (+25% contract delivery amounts) Deep Extraction (T3, +Mechanized Extraction) Sustainable Extraction (T3, +Pollution Filter +Automation Core) Rare Processing (T4, +Deep Extraction +Automation Core) |
| Pollution Filter | Advanced Smelting | 15 Circuits 10 Copper Wire |
Halves pollution generation from all buildings | Sustainable Extraction (T3, +Automation Core +Advanced Materials) |
| Technology | Requires | Cost | Effect | Unlocks |
|---|---|---|---|---|
| Trade Networks | Logistics Basics Automation Core |
5 Machines 40 Circuits +20 RP |
Market trade fees halved globally | AI Logistics (T4, +Automation Core) |
| Deep Extraction | Mechanized Extraction Advanced Materials |
20 Alloys 30 Fuel +25 RP |
Doubles bonuses from exploration node discoveries | Rare Processing (T4, +Advanced Materials +Automation Core) |
| Sustainable Extraction | Pollution Filter Automation Core Advanced Materials |
5 Machines 10 Alloys +20 RP |
Halves the rate at which resources deplete in your region | — |
| Technology | Requires | Cost | Effect | Unlocks |
|---|---|---|---|---|
| Rare Processing | Advanced Materials Deep Extraction Automation Core |
10 Machines 30 Alloys +50 RP |
Unlocks the Rare Refinery building (+2 Machines/tick) | Regional Influence (T5, +AI Logistics) |
| AI Logistics | Automation Core Trade Networks |
15 Machines 50 Circuits +60 RP |
All production increased by 50% | Regional Influence (T5, +Rare Processing) |
| Technology | Requires | Cost | Effect |
|---|---|---|---|
| Regional Influence | AI Logistics Rare Processing |
30 Machines 50 Components +100 RP |
All region production modifiers improved by 20% (stacks with base regional bonuses) |
| Building | Cost | Output | Tech Required |
|---|---|---|---|
| Iron Extractor | 10 Iron + 5 Copper | +3 Iron/tick | — |
| Copper Extractor | 10 Copper + 5 Iron | +3 Copper/tick | — |
| Water Pump | 5 Iron + 5 Biomass | +4 Water/tick | — |
| Bio Harvester | 10 Water + 5 Copper | +4 Biomass/tick | — |
| Iron Extractor Mk2 | 5 Components + 20 Iron | +8 Iron/tick | Mechanized Extraction |
| Copper Extractor Mk2 | 5 Components + 20 Copper | +8 Copper/tick | Mechanized Extraction |
| Water Pump Mk2 | 5 Components + 15 Water | +10 Water/tick | Mechanized Extraction |
| Bio Harvester Mk2 | 5 Components + 15 Biomass | +10 Biomass/tick | Mechanized Extraction |
| Building | Cost | Consumes → Produces | Tech Required |
|---|---|---|---|
| Smelter | 30 Iron + 15 Copper | 2 Iron → 1 Iron Plates/tick | — |
| Wire Drawer | 30 Copper + 15 Iron | 2 Copper → 1 Copper Wire/tick | — |
| Fuel Processor | 20 Biomass + 20 Water | 2 Biomass + 1 Water → 1 Fuel/tick | — |
| Assembler | 10 Iron Plates + 10 Copper Wire | 1 Iron Plates + 1 Copper Wire → 1 Circuits/tick + 1 RP/tick | — |
| Building | Cost | Consumes → Produces | Tech Required |
|---|---|---|---|
| Workshop | 20 Circuits + 30 Iron Plates | 1 Circuits + 2 Iron Plates → 1 Components/tick + 2 RP/tick | Automation Core |
| Alloy Forge | 30 Iron Plates + 20 Fuel | 2 Iron Plates + 1 Fuel → 1 Alloys/tick | Advanced Materials |
| Machine Shop | 10 Components + 10 Alloys | 1 Components + 1 Alloys → 1 Machines/tick + 3 RP/tick | Automation Core |
| Rare Refinery | 5 Machines + 15 Alloys | 1 Alloys + 2 Circuits → 2 Machines/tick + 2 RP/tick | Rare Processing |
| Building | Cost | Capacity Bonus | Tech Required |
|---|---|---|---|
| Basic Storage | 15 Iron + 10 Copper | +50 to Iron, Copper, Water, Biomass | — |
| Advanced Storage | 10 Iron Plates + 5 Copper Wire | +30 to Iron Plates, Copper Wire, Fuel, Circuits | — |
| Large Storage | 5 Alloys + 5 Components | +200 to raw, +100 to processed resources | Logistics Basics |
| Building | Cost | Effect | Tech Required |
|---|---|---|---|
| Caravan Post | 20 Iron Plates + 15 Copper Wire | Reduces trade fees by 25% | Logistics Basics |
| Drone Network | 15 Components + 20 Circuits | Doubles contract throughput | Automation Core |
| Pipeline | 10 Alloys + 25 Iron Plates | +25% contract delivery amounts | Advanced Materials |
| Region | Description | Modifiers |
|---|---|---|
| Fertile Basin | High food production, low minerals | Iron ×0.6, Copper ×0.6, Water ×1.2, Biomass ×1.5 |
| Mountain Ridge | Rich ores, hard to build | Iron ×1.5, Copper ×1.3, Water ×0.7, Biomass ×0.5 |
| Desert Plateau | Solar energy bonus, water scarcity | Iron ×1.0, Copper ×1.2, Water ×0.3, Biomass ×0.8 |
| Coastal Delta | Trade access, flood risks | Iron ×0.8, Copper ×0.8, Water ×1.5, Biomass ×1.2 |
| Frozen Expanse | Rare elements, high energy cost | Iron ×1.2, Copper ×1.4, Water ×0.5, Biomass ×0.4 |
| Tier | Cost | Duration | Risk | Outcomes |
|---|---|---|---|---|
| Safe | 10 Fuel + 5 Biomass | 12 ticks | None | Resource Node (30%), Tech Discount (20%), Resource Cache (25%), Rare Find (15%), Nothing (10%) |
| Risky | 20 Fuel + 10 Biomass | 10 ticks | 15% resource loss | Higher rare find chance (20%), reduced nothing chance (5%), resource loss possible (15%) |
| Dangerous | 35 Fuel + 20 Biomass | 8 ticks | 30% resource loss | Ancient Ruins (5% — grants a free tech unlock), high rare find chance, high loss risk (30%) |
Outcome bonuses are doubled with the Deep Extraction tech. A 50% research discount from expeditions applies to the next tech you research.
| Pollution Level | Production Penalty |
|---|---|
| 50+ | −10% efficiency |
| 100+ | −25% efficiency |
| 200+ | −50% efficiency |
Extractors generate 1 pollution/tick. Refineries generate 2 pollution/tick. Pollution decays by 0.5/tick when buildings are idle. Pollution Filter halves all pollution generation. The shared Energy Grid reduces pollution for all players.
| Global Pollution | Event | Effects |
|---|---|---|
| 500+ | Global Warming | Water production −10% for all players |
| 1000+ | Industrial Haze | Water −10%, Biomass −20% for all players |
| 2000+ | Climate Crisis | Water −15%, Biomass −25%, Iron −15%, Copper −15% for all players. Unlocks Climate Restoration shared building. |
| Building | Cost | Effect |
|---|---|---|
| Trade Hub | 10 Machines + 20 Alloys | Reduces market fees for all players |
| Research Lab | 15 Machines + 50 Circuits | Reduces research costs by 25% for all players |
| Energy Grid | 20 Machines + 100 Fuel | Reduces pollution for all players |
| Climate Restoration | 50 Machines + 200 Fuel | Reduces global pollution by 50% (only available during Climate Crisis) |
Players can sell researched technology as blueprints on the Blueprint Market. A purchased blueprint gives a 50% discount on that tech's research cost.
The Market lets players list resource trades. The Contracts system enables recurring per-tick resource delivery agreements between players.
Default trade fee: 5%. Reduced by Caravan Post (−25%), Trade Networks tech (halved), Trade Hub shared building, and Market Breakthrough world events.
| Event | Duration | Effect |
|---|---|---|
| Resource Boom | 10 ticks | All extraction doubled |
| Severe Storm | 8 ticks | All production halved |
| Tech Breakthrough | 15 ticks | All research costs halved |
World events occur randomly with a 2% chance each tick and affect all players simultaneously.