Studios
Flux comes with being published by Wrenchy Productions
Flux is the engine every studio Wrenchy Productions publishes shares. It is not a public download: a studio gets it, with Flux Launcher, by being published, and uses it while Wrenchy Productions publishes it.
With Flux
What a studio gets
The same engine, tools and checks every other studio Wrenchy Productions publishes works with.
The engine
Flux's editor in a standard and a .NET edition, with the Windows export templates built beside them, flux-c for C and godot-cpp for C++.
Flux Launcher
Every game in one list on the build it is pinned to, builds installed from the publisher's feed with every byte checked, updates shown before anything changes, and Roll back.
26 frameworks
Saves, settings, multiplayer, Steam, voice chat, ray tracing, C++ and the rest, each its own addon, so a game carries only what it turns on.
Eight templates
A base game and seven more to start from, from a 2D platformer to a grand strategy game and a game played on dedicated servers, each with its smoke test.
Release checks
About 30 checks on the exact build that goes out, build stages from development to approved release, and approvals signed over the build's files.
Guides and known issues
Guides on every framework and the launcher, and every known bug in Flux and under it with its workaround, reaching every launcher with the feed.
Updates
A new Flux, without surprises
A studio sees what a new Flux does to its game before the game moves, and can move it back.
- Seen before anything changes
- Flux Launcher shows the new build, each addon's changelog and the release notes before an update moves a game, and backs the game up first.
- Tested on the game itself
- The game's own tests run on the build it is on, then again once it has moved, and each check the move broke is named.
- Seen on screen
- The game's reference scenes are drawn before and after, and any scene that now draws differently is shown with the changed pixels marked.
- Roll back
- A release that causes a game problems is rolled back, its build and addons together as that release was tested.
- Players never half-join
- What Flux sends between players has a version of its own, so a player still on the build before is told the session runs a different version instead of getting in and breaking.
- Games made before it, checked
- Every framework change is played against games made the way earlier releases made them, and a studio's own game can be added to that run.
Ownership
A studio's work stays its own
Flux keeps its own code apart from the game's, and the game's records with the game.
- Flux's code, marked
- Every file Flux adds, and every line it changes in Godot's own files, sits between banners naming Wrenchy Productions, so a studio that leaves Flux can find all of it with one search and take it out.
- Only what the game turns on
- Each framework is its own addon, depending on nothing but the core, and a game carries only those it uses.
- The look stays the game's
- Shaders, looks and art directions are starting points. Nothing changes how a game looks until it asks.
- Its own engine builds
- A studio's copy of Flux makes engine builds that carry the studio's name, so a game never opens on the wrong one.
- Stages kept with the game
- Build stages and approvals are kept in the game's own releases.cfg, in git with the game, never in the build.
- Steam is the game's
- A game's App IDs live in its own flux.cfg, and its dedicated servers go on Steam's own list: nothing of Wrenchy Productions' has to run for it.
Talk to me about publishing
If your studio is making a game and you want to talk about publishing it with Wrenchy Productions, write to me at [email protected]. Tell me about the studio and the game.
Email Wrenchy ProductionsMade with Flux, based on Godot Engine
Every template's credits screen carries that line, with Godot's licence and the notices of the code by others in the game, exported games included, so a game meets those licences from day one.
The licences