Rootflux - Idle Game
Grow roots underground
Free · In‑App Purchases · Designed for iPad. Not verified for macOS.
Grow roots, gather nutrients, break through strata, and build an underground idle system.
Rootflux is an idle growth game about sending roots deeper underground.
Grow new roots, gather nutrients, strengthen your transport network, break through strata, and gradually build a wider and deeper living system.
Features:
- Idle nutrient growth over time
- A root network that visibly expands as you play
- Upgrades for transport, absorption, branching, and depth
- Permanent growth through strata breakthroughs
- Longer-term systems including seedfall, challenges, and automation
Rootflux will continue to grow through frequent updates with new systems, balance changes, and usability improvements.
more like the aesthetic. the “war” feature is jarring and out of place. otherwise game looks fun so far. also auto save is abysmal you must manually save every time.
like the aesthetic. the “war” feature is jarring and out of place. otherwise game looks fun so far. also auto save is abysmal you must manually save every time.
Feels like progress is too fast, came back after my first time playing and had 30min of 10x speed. Cool in concept but since I was still learning I feel like I missed a lot of the fun of this game, I got rings very quickly and didn’t have time to take in all of the changes. I felt pressure to make the most of the 10x speed and don’t have time to enjoy the game. The 10x also removes the only barrier of the game, letting the player progress so quickly in an incremental game removes the scene of accomplishment they would have gotten otherwise. It was just handed to me and all I did was not play. Also a couple of bugs, auto buy was not working in 10x, it would spend currency like I bought the upgrade but not actually buy the upgrade.You also might consider locking auto buys till later maybe after reaching rings, force the player to learn the game before allowing auto, I have no idea what’s going on.
Feels like progress is too fast, came back after my first time playing and had 30min of 10x speed. Cool in concept but since I was still learning I feel like I missed a lot of the fun of this game, I got rings very quickly and didn’t have time to take in all of the changes. I felt pressure to make the most of the 10x speed and don’t have time to enjoy the game. The 10x also removes the only barrier of the game, letting the player progress so quickly in an incremental game removes the scene of accomplishment they would have gotten otherwise. It was just handed to me and all I did was not play. Also a couple of bugs, auto buy was not working in 10x, it would spend currency like I bought the upgrade but not actually buy the upgrade.You also might consider locking auto buys till later maybe after reaching rings, force the player to learn the game before allowing auto, I have no idea what’s going on.
Hi, the auto play options are optional, you can turn them off if you’d rather play manually, I like the music it is calming
Hi, the auto play options are optional, you can turn them off if you’d rather play manually, I like the music it is calming
i don’t notice a difference when i put the spider skin on, my attack power stays the same
i don’t notice a difference when i put the spider skin on, my attack power stays the same
Seed Tree automation now buys everything it can afford in one go, still cheapest first, so Nodule upgrades are bought right away again after a reset.
Upgrades with small multipliers no longer look stuck at ×1.01: they now show enough digits to see each level's gain.
The Debark orb is replaced by the new Lenticel orb: each one thins the armor of armored enemies, and it grows much further than Debark did. Debark you collected carries over into Lenticel orbs, so your current armor multiplier stays the same.
New Seed Tree upgrade: Lateral Roots. It opens when Thicket reaches Lv8 and raises your root's branching and bead flow even further.
The Rootcap orb is replaced by the new Mucigel orb: each one weakens deeper enemies, and it reaches further, up to 1.6% per order instead of Rootcap's 1%. Rootcap you collected carries over into Mucigel orbs, so enemies stay exactly as weak as they are now.
When switching to another device's save with your Apple account, a failed sign-in now asks Apple again.
0.5.161 1d ago
Added a lifetime nutrient ranking. Tap your rank on the main screen to see the top 300.
Rankings update about once an hour and show changes since the previous update.
The Regrowth orb is replaced by the new Adventitious Bud orb: each one makes you revive faster, and it grows much further than Regrowth did. Regrowth you collected carries over into Adventitious Bud orbs, so your current revive speed stays the same.
The per-second rate and large nutrient totals at the top are no longer cut off.
0.5.160 Oct 27
Seed Tree automation now buys whichever row's next level is cheapest first, so Rhizobia and Fixation no longer get left behind.
The Automation tab can now save up to 3 sets of on/off switches and load them any time.
The Lure orb is replaced by the new Root Hair orb: each one makes every orb drop more often, and it grows much further than Lure did. Lure you collected carries over into Root Hair orbs, so your current orb chance stays the same.
0.5.158 Oct 23
Removed the numbers beside nodules so the roots stay visible. Tap or swipe nodules directly to harvest; the amount gained floats up when collected.
From War order 16, every third enemy has Tangleroot: your fire rate slows as its HP drops. The new Pruning orb eases it.
Added Root Flare and Rhizosphere to the Crown upgrades: they raise root length and pops per metre, with no level cap.
From War order 5, the new Cambium orb drops: the more you collect, the more often your crits become Super Crits.
Added Strengthen the reach further to the Root upgrades. It opens once Strengthen the reach, Strengthen the seep further and Enrich the nutrients further are maxed, raises root length and has no level cap.
The Root Pressure orb is replaced by the new Vessel orb: each one raises Attack, and it grows much further than Root Pressure did. Root Pressure you collected carries over into Vessel orbs, so your current Attack stays the same.
0.5.157 Oct 23
From War order 17, every third enemy has Callus: its armor thickens as its HP drops. The new Wood Rot orb softens it.
Added Bloom II and Vigor II to the Seed Tree. After maxing Bloom and Vigor, pops per metre and root length keep growing.
Crown help now explains where the Fruiting, Ring Pulse and Amber Root prices continue from, and what a respec resets.
Updated root visuals: green bands appear earlier, roots are opaque, fork dots are removed, and fruit is light blue.
New trials: Hardpan: Meander and Root Maze grant permanent growth speed.
New Seed Harvest upgrades: Symbiotic Veins and Honeyfilm improve nodule fill and returns.
New trial: Today's Soil. The soil and depth change every day; clear it to earn Crowns.
New trials: Leaf Mould, Topsoil and Sandy Soil change how roots fork and spread. Clear them to permanently boost pops per metre, yield per bead and root length.
Hardpan: Meander and Hardpan: Root Maze keep their growth-speed bonuses and now also grant +1% nutrient yield on completion.
From Tuber II onward, enemies drop the new Stele orb. Some Super Crits become even stronger Mega Crits.
Symbiotic Veins and Honeyfilm can now be purchased through their final levels.
Crown respec now previews what it costs to buy back your current levels, and any shortfall.
Design details now explain each effect and how XP is earned. Long-press a challenge reward to read what it does.
Collected orb multipliers now show small changes clearly, and mastery displays its actual limit.
On phones and tablets, your HP, attack and speed in War are no longer hidden behind the Enemy / Strengthen / Return tabs.
Nutrient beads are green again. Collected orbs now have their own tab, separate from Strengthen.
Added the Rootcap orb to War. It weakens deeper foes.
Added Delve II and Rupture II to the Seed Tree. After maxing Delve and Rupture, pops per metre and yield per bead keep growing.
Hardpan now rewards ×1.03 nutrient yield; your thicker roots stay.
Added the Root Acid orb to War: each one raises Pierce so your hits get through armored enemies.
Added three new Resin rows: Infiltration, Fossil and Mineralization. They open once all six Resin rows are maxed and have no level cap.
Added the Tillering orb to War: each one raises your Double-catch chance, so every orb comes in faster.
Added Fertile Plain II, Sea of Trees II and Brewing II to Annual Rings Stage 3. They open once Fertile Plain, Sea of Trees and Brewing are maxed and have no level cap.
0.5.154 Oct 21
Crown respec now refunds the crowns you actually spent, and shows the refund and the new prices before you confirm.
Fruiting, Ring Pulse and Amber Root now show what their price is based on.
Auto Seedfall keeps running while Nodule, Rhizobia and Fixation can still be bought.
The orbit button now hides while a tab is open.
Adjusted Branching growth and upgrade progression in War.
New orbs in War: Lure (orb chance), Regrowth (revive speed), Root Pressure (attack amplifier) and Debark (armor relief).
New War orb, Knot (Super Crit Amplifier): Super Crits hit even harder.
From Heartwood II onward, Furious enemies appear: the lower their HP, the harder they hit. The new Lichen orb calms them.
New Ring row in Stage 3, Crown Grain: each crown reset pays more crowns past the first.
0.5.148 Oct 12
New War orb: Interval. Grow the Return interval effect to increase nutrient income.
New Soil Lore orb and Depth Sounding upgrade reduce enemy HP and power as you fight deeper.
New levels for the Scorched soil and Still air trials.
New root look: Dandelion.
Improved layouts for wide screens and controls on PC.
Fixed a false "Could not calculate the seeding reward" message at launch.
Root, Seed Tree and Ring auto-buy now buys everything affordable each time it fires.
Once every capped Seed Tree row is maxed, auto seedfall pauses and says why. It resumes when a new row opens.
New Battery saver (30 fps) setting, and lighter rendering once your root has grown large.
Crowns now have a Respec. Arm it and your next Crown split resets the 7 rows to level 0 and refunds the crowns to buy them back.
Fruiting now also multiplies nutrients (up to ×14).
New War orb Twin Leaf (Double Catch) and Strengthen row Paired Leaves: a caught orb sometimes counts twice.
War › Strengthen: Attack IV and the cap rows Strike Unbound, Reserve Unbound and Branches Unbound open earlier.
The Dry season, Lean nutrients, Taproot and Bare seed trials each have 2 new levels.
0.5.145 Oct 7
Fixed a false "Could not calculate the seeding reward" message at launch.
Root, Seed Tree and Ring auto-buy now buys everything affordable each time.
Auto seedfall pauses, and says why, once the Seed Tree is maxed.
New Battery saver (30 fps) setting and lighter rendering for large roots.
Crowns get a Respec, and Fruiting now also multiplies nutrients (up to x14).
War: new Twin Leaf orb (double catch) and Paired Leaves row; Attack IV and the three cap rows open earlier.
Dry season, Lean nutrients, Taproot and Bare seed trials gain 2 levels each.
0.5.144 Oct 3
Clearer Crown, bead interval and Super Crit descriptions.
Drawn lock, orb and camera icons; brighter labels.
Orb help now names the enemies that drop each type. Collected counts and effects are shown separately.
Seed Payout crystals now grow toward ×3.
Cloud-save permission errors stay visible until a save succeeds.
0.5.142 Oct 1
New Seed Tree upgrades: Nodule, Rhizobia and Fixation. Swipe across the glowing nodules on your root to burst them for nutrients; ripe ones pay more. See Settings › Help › Nodules.
New War crit tier: Super Crit, 8x critical damage.
Tubers drop a new Seed Payout crystal.
War › Return rows and Sprout can be auto-bought.
War › Strengthen shows your Collected Orbs.
Brighter small text; locked sub-tabs show what opens them.
Fixed cloud restore errors and War numbers missing K and M.
0.5.141 Sep 28
Upgrades you buy, and the nutrients you spend, now show on screen right away.
Tapping a scrolling list to stop it no longer presses the row under your finger, such as automation switches.
War defeats no longer depend on your device's frame rate.
New Crown upgrades: Fruiting, Ring Pulse and Amber Root.
Ring and Crown prices use currency icons. War › Strengthen marks the rows that don't count toward the next tier and says Pierce too low when needed.
0.5.140 Sep 26
War beads fire from every branch again, even after switching opponents.
New in War: Marrow Break, Root Strike and Amber Vein. They open when Crit Damage, Attack (flat) and Amber Yield are maxed and grow with no level cap.
Auto seeding and auto carving can wait for X gain or Y seconds. Still air unlocks Auto crown.
Seed Tree automations are back in RING Auto.
War kill rewards no longer flash non-stop.
Completed achievement bars stay full.
0.5.139 Sep 24
After this update, your next Crown unlocks 3D roots. Rotate by dragging, zoom and pan with two fingers, or use auto-rotation.
Crown resets and upgrades now have separate tabs.
Fixed issues when loading older saves and starting automation.
Added tier-3 battle upgrades: Grip, Edge and Husk.
Pause or resume all automation without changing individual choices. Newly unlocked automation stays OFF.
Added an upgrade to shorten auto-buy intervals.
Sprout now supports MAX buying and hold-to-buy.
Improved reward handling for failed ad presentations and delayed reward callbacks.
Added safeguards for invalid lifetime nutrient values.
0.5.138 Sep 21
Added Driving Strike, Keen Aim, Rend, Amber Grains and Tailwind to battle upgrades.
Added Strike Unbound, Reserve Unbound and Branches Unbound to raise purchase caps.
Saved levels are kept, with clearer purchase caps and actual effects.
Fixed feedback screenshots hiding the game HUD.
Battle progression balance adjustments.
0.5.136 Sep 19
Improved Seed tab navigation.
Auto-seeding now explains why it is waiting.
Clearer messages when ads are interrupted or fail.
Added Penetration, Boring and the Chisel Bead to strengthen armor piercing.
Added unlockable auto-buy for 26 battle upgrades.
0.5.135 Sep 16
Battle Strengthening Tier 7 added.
New Amplifier beads boost attack speed, critical damage and max HP.
Unlocked challenges now stay unlocked.
Improved save comparisons and backups for cloud restores.
Clearer explanations when ads are unavailable and clearer notifications.
Fixed damage calculation errors with very large battle values.
0.5.133 Sep 15
Fixed ring overflow after tier 3 and added recovery for affected saves.
Ring upgrades and tiers now survive crown and higher resets.
Resin scrolling no longer changes selections; multiple selections persist.
Fixed unresponsive sprout upgrades. Remaining 10x time survives restarts.
New Hardpan challenge: tap-steer to 8 m to unlock automatic ring carving.
Five new battle-farmed stat beads; existing green, purple, and gold farms remain.
0.5.131 Sep 13
Fixed buttons that stopped responding. Buy buttons and the ring strip could go dead when your finger left mid-press, and only restarting the app brought them back. There were three separate causes and all of them are closed.
Trials now have goals you can reach. All three shared one final wall, so nothing in the trials was achievable early. Each trial and each tier now carries its own goal.
Three new trials: bare seed, scorched soil, still air. Heavier constraints, bigger rewards.
Resin timers now run in parallel. Each ring tier you clear adds a slot. There were six rows and one slot.
Removed the leftover Forest wording. The game described a layer it does not have.
0.5.130 Sep 11
Upgrades you bought now reach the numbers. Multipliers from tree crystals and root designs were shown but never applied, across attack speed, attack, nutrients, ripening and spoils.
Fixed the pass being read as not owned right after an iOS update, which could also erase the record of it.
Fixed gift slots being spent without watching an ad. Switching tabs while waiting no longer costs the slot.
Fixed battle beads running backwards. The more you raised branching, the more branches faced the wrong way.
Removed the not-enough-pierce message. It pointed at something you had no way to raise, so only the upgrades worth tapping are shown.
Fixed ordinary play piling up in your notices. Tapping a row you cannot afford, or one already at max, no longer counts.
Max level is now shown as Lv12 / 40, so you can read how far is left.
Trial descriptions now match the trials. They listed a time limit that no longer exists and rewards that do not.
0.5.129 Sep 10
The strengthen tab grew from 10 rows to 17, and attack strengthening now has more tiers. Some of the new rows multiply with each other, so pairs are worth more than either alone.
Fixed progress stopping after your first crown: rings reset together, seedfall pays again, and the next ring target matches your state after the reset.
Battle strengthening you bought is no longer lost to seedfall, rings or crowns. Crit included.
Fixed purchases locking up after tapping MAX repeatedly. No restart, no need to turn off your speed boost.
Fixed resin claims you had earned but could not take.
Fixed achievements that could never be completed, and kill counts that stopped when you switched enemies.
Green enemies now raise your max HP again, and the count survives a restart.
Fixed battle beads running backwards on some branches.
New setting: keep the screen awake while idling. Off by default.
0.5.124 Sep 7
Fixed the game closing itself the moment it opened. It hit saves that had bought battle crit chance.
Fixed rings becoming permanently uncarvable for anyone who had crowned once: it read "0 to the next ring" while the button stayed grey. Saves stuck this way can carve the moment they open, and nothing is taken away.
Yellow diamonds from battle now grow with each enemy tier and multiply with your ring bonus.
Your crowns and carves are now always visible.
Startup problems and in-play problems are now recorded separately.
0.5.115 Sep 4
Achievements are here. Open them from "More" in the bottom menu. Sixty-two of them — meet the condition, claim the reward, and it stays with you forever. Anything you can claim floats to the top of the list automatically.
Fixed: battle upgrades were lost on every seedfall. Attack, crit and vitality bought with amber were being reset to zero by seedfalls and ring carves. They are permanent now.
Fixed: the goal readout kept saying "Reach Crowns" to players who already had crowns.
Plus several smaller readability fixes.
0.5.109 Aug 30
Crowns moved to the bottom menu. It is its own tab now, and Trials moved there with it.
The bottom menu has a More button. Some destinations open from there, including Automation and Root Designs. The bar was getting crowded, so anything new will live there.
Crowns has been rebuilt. It is now a layer you fill up to a fixed amount and then carve, and its shop is down to three levers.
Two upgrades that never appeared on screen are visible at last: Grove and Mycelium. They were declared but missing from the list, so they could not be bought.
Upgrade rows now show what buying them gets you, with the value in green.
Resin rows have a gauge and a percentage, so you can see how far you are from claiming.
Automation rows now say what they automate. Every row used to carry the same sentence.
Automation is never lost to any reset. An automation you had already earned could be put up for sale again; that is fixed.
0.5.106 Aug 27
年輪 moved to the bottom menu. It is its own tab now, split into six: Carve, Stage 1, Stage 2, Stage 3, Resin and Auto. Buying and carving are separate screens.
年輪 went from 3 upgrades to 23, in three stages. Max every row in a stage and the next one opens.
Resin arrived. Nutrients cannot buy it and neither can amber. Only time adds to it, and six upgrades are bought with it.
Seedfall automation is now bought in 年輪. Each of the eight seed tree upgrades has its own row.
Goals now show what they cost. You see the nutrients you hold, the amount you need, and a gauge.
Hidden bonuses became things you buy. Upgrades that used to grow on their own with your seedfall count moved into the seed tree. Whatever you had already earned is already applied.
Saves got much lighter. The way a root's shape is stored was rebuilt and the size dropped to about a twentieth, so cloud save and load are faster.
Fixed a problem where a root's tips changed how they curled after a restart. Each one keeps the habit it grew with.
Very large numbers display correctly. At high nutrient counts the readout could show 0.
0.5.105 Aug 23
Battle: Crit. Some of your beads now land far harder than the rest. The chance is bought with amber; the multiplier comes from the crit beads enemies drop.
Battle: Branching. Each level doubles your root's branches, and every branch tip fires a bead — so your attack count doubles with it.
Your battle root's size is now decided by what you bought, and nothing else. It used to grow on its own whenever your attack did. Anyone already holding a large root is given the Branching levels it was worth, so nobody loses a branch.
Fixed: the enemy could stop firing. The bead limit was shared between you and the foe, so a dense root of your own crowded the enemy's beads out entirely.
Every ? button is gone from the screen. The text has not gone anywhere — there is now a Help section at the very top of Settings holding all of it.
Zoom goes to 100x, up from 3x. You can watch a single root grow, and carry.
A new root upgrade: Strengthen the seep further. It unlocks once the seep upgrade is fully bought.
Absorption and pops-per-metre were the same number. They now say so. Nothing about your power changed.
The first objective actually fills now, and the objective bar is green so your progress reads at a glance.
"Go and fight" stops asking. If you have fought before, it no longer greets you on every launch.
Deleting data is now two choices: this device's data, or your account and the server copy as well. Server-side deletion also completes properly now.
0.5.100 Aug 21
Seed Tree automation now buys everything it can afford in one go, still cheapest first, so Nodule upgrades are bought right away again after a reset.
Upgrades with small multipliers no longer look stuck at ×1.01: they now show enough digits to see each level's gain.
The Debark orb is replaced by the new Lenticel orb: each one thins the armor of armored enemies, and it grows much further than Debark did. Debark you collected carries over into Lenticel orbs, so your current armor multiplier stays the same.
New Seed Tree upgrade: Lateral Roots. It opens when Thicket reaches Lv8 and raises your root's branching and bead flow even further.
The Rootcap orb is replaced by the new Mucigel orb: each one weakens deeper enemies, and it reaches further, up to 1.6% per order instead of Rootcap's 1%. Rootcap you collected carries over into Mucigel orbs, so enemies stay exactly as weak as they are now.
When switching to another device's save with your Apple account, a failed sign-in now asks Apple again.
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