Flux: How to Fly Further (Tips from the Studio)

One button. No menus, no second verb. On the surface Flux is the simplest thing we ship. Underneath, it punishes sloppy flying and pays for precise flying. This guide is about that layer: how to turn a two-gate splat into a real run, with tuning numbers straight out of the game file so you are fighting the real machine, not a vibe.
It's a rhythm, not a series of jumps
The one idea that changes everything is what a tap actually does. It overwrites your vertical speed to exactly -6.4 every single time, a hard reset rather than a nudge you can stack. Gravity then drags that back down at 0.42 a frame. So there is no soft tap and no hard tap. The strength of every press is identical, and the only thing you control is how often you press.
That reframes the whole beginner mistake. New players spam the button, which just pins their speed at a constant -6.4 climb and rockets them into the ceiling. Then they panic and stop, gravity takes over, and they plummet into the floor. The orb yo-yos because the input is binary and they're treating it like a dial. Good players tap on a light, even cadence, so the speed spends as much time decaying under gravity as it does rising, and the orb hovers around the height they want. Spacing is the throttle. Nothing else is.
Read one gate ahead
By the time a gate reaches you, it's too late to plan for it. You should already be lining up for the one after. Gates spawn at varying heights, so as you pass through one gap your eyes should be flicking to the next, adjusting your hover early and gently. Reacting late is the number-one killer. The orb has to drift to a new height, and drifting takes time you won't have if you wait.
Thread the centre, and the score follows
Every gap has a middle and two lethal edges, and Flux pays you for finding that middle. Pass through the centre and you score a perfect thread; string perfect threads together and the bonus escalates with the streak. Clip through near an edge and you keep flying, but the streak resets to zero.
Dead-centre has an exact tolerance. Your orb's centre has to sit within 20% of the gap's height from the middle, measured the instant the gate's midline slides past you. At the opening 210px gap that's a forgiving band, about 42px either side of centre. By the time the gaps have pinched to their floor it's roughly 26px, barely wider than the orb itself.
So aiming centre is the entire scoring plan. The big numbers belong to players who flow gate after gate through the heart of each gap, banking a thread bonus that keeps climbing. Precision is the score, and centre also leaves you the most room to reach the next gate, high or low.
The exact dials
Here are the numbers, in the game's own 60fps units:
- Flap and gravity. A tap overwrites your vertical speed to -6.4 px per frame; gravity adds 0.42 back every frame. Because it overwrites, spam doesn't rocket you faster than one tap, it just holds you at that -6.4 climb.
- The hop budget. From a single flap it takes about 15 frames, a quarter-second, to arc up to the top of the hop, roughly 49px above where you tapped. That arc is your entire reposition window before you start falling again.
- Gap size. Opens at 210px and loses 3px per gate you clear, bottoming out at 132px once you've passed 26 gates. After that it never narrows again.
- Scroll speed. Starts at 3.1 px per frame, climbs 0.05 a point, and caps at 6.2 at score 62. That cap is exactly double the start, which is why late gates feel like they're arriving twice as fast: they are.
- Streak maths. Every gate is worth 1. A perfect thread adds your current streak length on top, so the first is +1, the second +2, the third +3, and so on. Five clean in a row bank 20 points against the 5 you'd get scraping through, and the fifth perfect alone bumps the counter by 6. One off-centre pass wipes it. Hit a 5-streak and the field tips into OVERDRIVE.
- The bluff margin. Gates never open within 46px of the ceiling or floor, so a gap that looks jammed against the top edge always has a little room below it. Don't over-commit to the extremes.
Two figures are worth burning into your hands. You die when the orb's edge crosses a rim, not its centre, and that radius runs 11 to 16px depending on screen size. At the 132px floor that leaves your centre only about 100px of honest corridor, so fly for where the orb's whole body fits, not the pixel under it.
And the gates report your progress if you let them. They start cyan and warm 6 degrees of hue for every point you score, glowing through to red right around score 26, the same moment the gap stops shrinking. There is no separate difficulty meter. Red gates mean maximum tightness, so read the colour and fly like it.
One last note, for the feel: a death fires a 7-frame hit-stop, a screen shake that starts at 16 and decays fast, and a 26-particle burst. Reduced-motion cuts the freeze to a single frame and skips the particles, and the game honours your OS setting without asking.
Beat the speed-up
As your score climbs the field scrolls faster and the gaps pinch, but your flight physics never change. The flap is always -6.4, gravity is always 0.42, so a vertical correction always eats the same 15-ish frames no matter how deep you are. The gate, meanwhile, arrives in fewer and fewer of them. At the 6.2 cap it reaches you in half the frames it did on gate one. So start your correction sooner than feels right. You're not reacting faster late-game, you're reacting earlier, because the vertical move costs a fixed slice of time the shrinking window no longer hands you for free. This matters double once you're chasing centred threads under speed.
Two things we'll own
Two honest notes from the people who made it. First, our best system is nearly a secret. There's no streak counter and no OVERDRIVE banner, so the score can jump by six and you might never notice you did anything right. We have a habit of this. Nova hides its double-points window the same way, a perfect band it never telegraphs. If you like hunting Flux's thread bonus, go dig Nova's out too.
Second, once you can reliably survive, Flux turns into a greed game. Fly wide and you live; hug the centre line and you get rich, and past a 5-streak you set the whole field glowing. That greed loop is the same bet we built into Aura Dash, where the skill is grazing a shard within 24 pixels instead of fleeing it, and a hot streak trips its own OVERDRIVE. Different verbs, same dare.
The short version
- Space your taps, don't spam. Every press is the same -6.4 reset; cadence is your only dial.
- Look one gate ahead and drift early.
- Thread the centre. Stay within 20% of the gap's middle to build an escalating bonus; a single edge pass resets it.
- Tap earlier as it speeds up. The vertical move costs the same frames while the window halves.
A calm, precise hand beats a panicked one every time, and Flux actually pays it for the trouble. Play Flux and see how long a thread streak you can hold.
Frequently asked questions
Why do I keep smashing into the ceiling or floor?+
Almost always over-tapping. Each tap is a fixed upward pulse and gravity is constant, so a burst of taps rockets you up and a pause drops you fast. The fix is a light, steady patter of small taps that hovers you near the height you want, rather than big lifts followed by long falls.
What is the perfect-thread bonus?+
Pass through a gate dead-centre (not just inside the gap, but right through the middle) and you score a bonus that grows with each clean thread in a row. So centring the gap isn't only the safest line, it's the high-score line: a streak of perfect threads is worth far more than the same gates scraped through near the edge.
Does it get harder?+
Yes, two ways: the gaps narrow and the whole field scrolls faster as your score climbs. There's no plateau. Every gate you clear tightens the next one, so late runs are about precision under speed.



