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 I actually really like the uniqueness of this game however, it just throws you in and gives little to no explanation on what to do. Also some of the text is blocked off because it doesn’t fit in one line and there’s no option to expand the text so, you just have to kinda hope and pray you’re doing the right thing. I’m just pressing buttons atp but I’m having fun anyway :)
I actually really like the uniqueness of this game however, it just throws you in and gives little to no explanation on what to do. Also some of the text is blocked off because it doesn’t fit in one line and there’s no option to expand the text so, you just have to kinda hope and pray you’re doing the right thing. I’m just pressing buttons atp but I’m having fun anyway :)
∙ Great Mindfulness Game 🌱
∙ Great Mindfulness Game 🌱
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 14 hr ago
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 6 days ago
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 3 Oct
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 1 Oct
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 28 Sept
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 26 Sept
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 24 Sept
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 21 Sept
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 19 Sept
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 16 Sept
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 15 Sept
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 13 Sept
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 11 Sept
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 10 Sept
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 7 Sept
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 4 Sept
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 30 Aug
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 27 Aug
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 23 Aug
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 21 Aug
The design detail screen now has a close button. Until now the only way out was tapping outside the card, while the card itself said "Tap to close" and tapping that text did nothing at all. Something that does not do what it says should not stay, so it is a button now. Tapping outside the card still closes it, exactly as before.
Battle upgrades have been rebuilt. Each purchase now moves a smaller amount, and there are far more steps to buy, so it is a row you keep buying rather than one that jumps. The ceiling has come down as well.
0.5.75 19 Aug
The upgrade screens are rebuilt.
Row height is halved, so roughly twice as many fit on screen — and not one font got smaller; the effect line is easier to read than before. What set the row's height was never the text, it was the padding around the buy button. Every tab now shares one row height and one button width, and the cards are square-cornered.
Effect lines now read "current → what this tap buys", so a bulk purchase tells you what you are actually getting.
Fixed a bug that could stop progression. A large enough balance overflowed an internal limit and turned negative, after which nothing could be bought. If this happened to you, simply launching the game restores your numbers.
Tidied the seedfall tree: seven upgrades that changed nothing have been removed and every seed core spent on them is refunded. The nutrients a seedfall needs go down too.
Seeding now grows the root. A new row in the seed tree, Thicket, adds one more origin root to the start of every run per level (up to +8), and the length you buy applies to each origin root in full — so more roots never means shorter roots. Nutrients per second are unchanged.
Because the length you buy now applies to every origin root, a root with many origins fills the screen far sooner than it used to. If you have already grown your origin roots with Sprout, expect to reach the drawing limit much earlier in a run than before — past it the picture stops getting longer, while your nutrients per second keep climbing exactly as they always did. If your device struggles, the detail setting in Options is still the way down.
Rings, Crowns and Forests are much harder to unlock. Plainly, this makes them harder. Until now the deepest layers were the easiest to see coming — you could be within reach of a Forest without ever having used a Ring. Nothing you have already unlocked is lost, and every ring, crown and spore you own stays yours.
0.5.74 12 Aug
The upgrade screens are rebuilt.
Row height is halved, so roughly twice as many fit on screen — and not one font got smaller; the effect line is easier to read than before. What set the row's height was never the text, it was the padding around the buy button. Every tab now shares one row height and one button width, and the cards are square-cornered.
Effect lines now read "current → what this tap buys", so a bulk purchase tells you what you are actually getting.
Fixed a bug that could stop progression. A large enough balance overflowed an internal limit and turned negative, after which nothing could be bought. If this happened to you, simply launching the game restores your numbers.
Tidied the seedfall tree: seven upgrades that changed nothing have been removed and every seed core spent on them is refunded. The nutrients a seedfall needs go down too.
Rings, Crowns and Forests are much harder to unlock. Plainly, this makes them harder. Until now the deepest layers were the easiest to see coming — you could be within reach of a Forest without ever having used a Ring. Nothing you have already unlocked is lost, and every ring, crown and spore you own stays yours.
0.5.73 10 Aug
The root finally travels.
Growing your root used to just thicken the tangle around the origin: four times the length bought only 1.4 times the size on screen. The root now branches less as it gets larger, and every strand holds a heading of its own, so the same length spreads over more than twice the area. Up close it is as complex and irregular as ever. From far away it is visibly going somewhere.
Fixed the root stalling part-way. Anything drawn on screen was being counted as your root's length. Length is now exactly what you bought, and nothing drawn can move it.
Fixed the root becoming hard to see. The camera pulls back as the root grows, so the strokes kept getting thinner on screen. They now keep a width that still reads as a line however far out you are.
Upgrades pay the moment you buy them. Income used to wait for the new root to finish sliding out of the ground, and the length at the top of the screen now shows exactly what you paid for.
Rings, Crowns and Forests unlock on the total nutrients you have ever collected. You keep every one you already own.
0.5.66 9 Aug
Battle actually works now.
Destroying an enemy orb was not raising anything — red for attack, green for max integrity, gold for attack speed, none of them applied. Defeating an enemy was not paying amber either, because damage you landed while waiting to revive was thrown away entirely. Both are fixed.
Orbs that flew off into the enemy's branches instead of toward the clash, and attack speed being counted twice, are fixed too.
English and Spanish have been rebuilt: everything that was still Japanese is replaced, and the overlapping and clipped tab labels are fixed.
0.5.56 6 Aug
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.
more Version 0.5.148 14 hr ago
Data Used to Track You The following data may be used to track you across apps and websites owned by other companies:
Location Identifiers Usage Data Diagnostics Data Linked to You The following data may be collected and linked to your identity:
Location Identifiers Usage Data Diagnostics Data Not Linked to You The following data may be collected but it is not linked to your identity: