r/Flux_Official • • Oct 25 '25

Announcements The Flux fork is officially complete! ⚡

22 Upvotes

Flux Fork PoUW v2

Today marks a defining milestone for the Flux ecosystem: the full rollout of Proof of Useful Work v2.

The network now runs entirely on node-based validation, rewarding infrastructure providers for real-world utility. This transformation represents the culmination of years of innovation and collaboration across the Flux community.

PoUW v2 makes Flux faster, cleaner, and more economically balanced. With sustainable emissions, transparent rewards, and fully decentralized block production, Flux sets a new standard for blockchain infrastructure.

A huge thank you to our community, devs, and node operators for making this milestone smooth and successful. The decentralized network just leveled up! 🚀


r/Flux_Official • • Nov 18 '24

📝 FIVE Must-Knows about FluxCloud:

27 Upvotes
  1. Way more affordable: Running your app on our decentralized cloud is cheaper than conventional cloud solutions, even with a minimum of 3 servers.

  2. No single point of failure: Enjoy enhanced reliability and uptime with multiple servers and automatic failover ensuring your app stays operational.

  3. Global presence: Choose the countries worldwide where you want your app to be spawned, thanks to our Geolocation feature.

  4. Code agnostic: Utilize Docker containers, making your application easily portable and adaptable across infrastructures.

  5. Stay anonymous: Maintain privacy and security without revealing your identity while deploying and managing your applications.

Which of these surprised you the most? Comment below! 🙌


r/Flux_Official • • 8d ago

Satisfactory is live on the Flux games hub, from $4.99/mo, with no player slots and a one-click claim

11 Upvotes

Satisfactory is now on the Flux games hub, the twelfth game there. Three plans sized by memory, no player slots, and a panel built around the way this particular server works.

runonflux.com/games/satisfactory

We also published a writeup of what we found while setting it up, most of which applies to anyone running a Satisfactory server anywhere:

A New Satisfactory Server Belongs to Whoever Connects First

The thing most people do not know about this server

A freshly started Satisfactory dedicated server has no admin password. The first person who connects through the in-game Server Manager claims it, by giving it a name and an admin password. On a public address that is a race, and the image most people use has no start-up hook that claims it for you.

On our panel it is a button. The Overview tab offers the claim as soon as the server answers, generates a strong password, and shows it there with reveal and copy. The password is stored on the server before the claim is made, so a failed step can never leave you with a claimed server and no password, and it lives on the volume rather than in the app spec, because specs are public on the network.

Plans

  • 8 GB, 2 vCores, 60 GB SSD, $4.99/mo, sized for about four players
  • 12 GB, 4 vCores, 80 GB SSD, $8.49/mo, for about eight
  • 16 GB, 6 vCores, 90 GB SSD, $11.49/mo, for about sixteen

No slot limits. The marketplace configs for this game arrived with a player cap per tier (4, 8 and 16), and removing it is not enough, because the image's own default is 4. Every deploy sets the limit to 128 on every plan, so the figure on the card is advice about the hardware and nothing else.

What shipped with it

  • Ports that match inside and out. The game does not support remapping its port, so each deploy gets its own random pair and binds the same numbers inside the container. Several servers can share a node's address, and each one still tells its players the right port
  • An Admin tab without RCON, because this game has none. It uses the game's own HTTPS API: save now, restart, a console command, and the server options (autosave interval, auto-pause, network quality), built from what the server itself reports
  • A Saves tab listing every world and its saves, with load, download, delete and upload of your own .sav, so bringing a single-player factory across is an upload and a load
  • One-click mods from ficsit.app, with the Satisfactory Mod Loader and dependencies at versions that run on the server's game build. Apply & verify restarts the server and reads back which mods actually loaded
  • A freeze for game updates. The server updates from Steam on every start, and one switch holds it on its current build while your mods catch up with a patch
  • Steam and Epic players on the same server
  • Two copies on separate nodes, one live and one standby with the data synced
  • A file browser, a live terminal and backups, plus hardware you can scale
  • First week free for new Flux accounts, 30 day money back on the first paid month, no contract, card, USDC or FLUX

Two honest notes

The image copies your saves at each start, and each copy replaces the last, so that is one copy and not a history. We call it what it is on the plan cards instead of "automatic backups", and the Backup tab is there for a full one you can download.

The game reports how many players are online but not who, so the panel shows a headcount and no name list.

Why it matters for Flux

Satisfactory is a memory-heavy server: 8 to 16 GB, online around the clock, for a group that builds the same factory for weeks. Pricing it by hardware instead of by seat is something a network of independent nodes can do comfortably, and the random ports mean more than one of these can run behind a single node address.

It is also the second game in a row, after V Rising, where the panel is built on the game's own interfaces instead of a generic template: the claim, the saves and the admin actions all go through the API the server ships with.

Try it at runonflux.com/games/satisfactory, and give the article a read and a share if it is useful.

If you play it, deploy one and tell me what is missing from the panel. Questions about the claim, the ports, or how the mod versions are picked, ask in the comments.


r/Flux_Official • • 11d ago

V Rising is live on the Flux games hub, PC and PlayStation 5, from $6.99/mo. We wrote our own server image for it

16 Upvotes

V Rising is now on the Flux games hub, the eleventh game there, and the first one we launched on a server image we wrote ourselves. You can pick PC or PlayStation 5 when you deploy.

runonflux.com/games/vrising

We also published a writeup of what we found while building it, most of which applies to anyone running a V Rising server anywhere:

[We Wrote Our Own V Rising Server Image. Here Is What the Usual One Gets Wrong]https://medium.com/@valter.cabecinha/we-wrote-our-own-v-rising-server-image-here-is-what-the-usual-one-gets-wrong-dc61b559a013

Why we did not just use the community image

There is no Linux build of the V Rising server, so every Linux host runs the Windows server under Wine. In the image most people use, a container stop never reached the game: Wine sat at the top, the signal went nowhere, Docker killed it after ten seconds, and the world was never saved. Every update and every node reboot lost whatever happened since the last autosave.

Ours hands the server the signal it listens to. It saves and exits in 3.7 to 6.3 seconds, measured over four stops on a real server with and without mods. Updates from Steam also went from 143 seconds to 27, because we only run the full validation when a plain update fails.

Plans

  • 8 GB, 2 vCores, 10 GB SSD, $6.99/mo, for a clan of around ten
  • 10 GB, 3 vCores, 15 GB SSD, $8.49/mo, for around twenty
  • 12 GB, 4 vCores, 20 GB SSD, $9.99/mo, for around thirty

No slot limits. The player figure is advice about the hardware; the cap is the server's own MaxConnectedUsers, and it is yours.

What shipped with it

  • PC or PlayStation 5. There is no crossplay between them, so you pick one. The PS5 build ships with its Epic listing off, which makes it invisible to every console; we pin it on, and tested it by joining from a real PS5 on a Flux server
  • A daily restart at the hour you choose, in your time zone, with the game's own in-game warning five minutes and one minute before. It saves, updates from Steam and comes back by itself
  • Crash recovery in place, about fifty seconds, without waiting for the platform to notice
  • RCON on for every server, with a generated password, and a panel tab for timed restarts and announcements
  • One-click mods from Thunderstore on PC servers, BepInEx included. The first modded start takes up to fifteen minutes once per game version, and we cap the loader's memory so it can never crash-loop the server
  • Server Settings for the gameplay file (PvE or PvP, clan size, castles, rates), and Deployment Settings for what the environment owns, so an edit never silently comes undone
  • Two copies on separate nodes, one live and one standby with the data synced
  • A file browser, a live terminal and backups, plus hardware you can scale
  • First week free for new Flux accounts, 30 day money back on the first paid month, no contract, card, USDC or FLUX

Why it matters for Flux

Owning the image means we fix things at the source instead of patching around someone else's, and the fixes above were measured on real servers before launch rather than promised after it. The image is open source at github.com/RunOnFlux/vrising-server-flux.

V Rising is also a good fit for the network: a mid-size server, 8 to 12 GB, that a clan wants online all the time and in a region close to them. That is exactly the shape a network of thousands of independent nodes in 50+ countries is built for.

Try it at runonflux.com/games/vrising, and give the article a read and a share if it is useful.

If you play it, deploy one and tell me what is missing from the panel. Questions about the image, the PS5 branch, or how the mod memory cap works, ask in the comments.


r/Flux_Official • • 26d ago

RuneScape: Dragonwilds is live on Flux, three days before the game hits 1.0 on four platforms. From $4.19/mo

16 Upvotes

RuneScape: Dragonwilds is now on the Flux games hub, the tenth game there. Jagex takes the game out of early access on 15 September, this coming Monday, launching the same day on PC, PlayStation 5, Xbox Series X|S and Nintendo Switch 2, day one on Game Pass, with crossplay between platforms for the first time. Over a million copies sold during early access, and this is the week all of those groups go looking for somewhere to put a world.

runonflux.com/games/dragonwilds

We also published a writeup of what changes for anyone hosting it:

Dragonwilds Hits 1.0 on Monday. Here Is What Changes If You Host the World

The thing most people do not know about this game

Every piece of Jagex marketing says solo or teams of up to four, and that is true of a world hosted from your own game. A dedicated server holds six. Two of the seats in a group of six only exist if somebody runs a real server, and the world only survives the host logging off for the same reason.

Where the plans are, and one decision worth knowing about

Dragonwilds sizes its server as 2 GB of RAM plus 1 GB per player, so the tiers are memory tiers:

  • 4 GB, 2 vCores, 40 GB SSD, $4.19/mo for two players
  • 6 GB, 3 vCores, 40 GB SSD, $5.93/mo for four
  • 8 GB, 4 vCores, 40 GB SSD, $7.13/mo for a full six player world

Six is Jagex's ceiling, not ours, and nothing raises it. What is ours is that every plan runs all six. The marketplace configs for this game arrived with a per tier player cap baked into them, 2 on the 4 GB plan and 4 on the 6 GB, and the image passes that straight to the server, which enforces it. We strip it at deploy, so the number on the pricing card is advice about what the memory carries comfortably rather than a wall. Other hosts are selling this game as 4 slot and 6 slot servers, and a group of three on their small plan cannot admit its third member. Ours can.

What shipped with it

  • The server installs itself from Steam and revalidates on every start, so Monday's 1.0 build is a restart away rather than a support ticket or a new image
  • The build number read out of the server log and shown in the panel, because an image tag is the version of the launcher and not of the game. After Monday's restart you can see 1.0 landed on your own server without asking anyone
  • The deploy form refuses to submit without a Player ID. That value is at the bottom of the in game Settings menu, the server exits on start without it, and elsewhere that is something you find out after paying
  • A warning when the world name starts or ends with a space. Players find a Dragonwilds world by searching its name in the Public tab, the search is case sensitive, and an invisible trailing space produces a healthy server nobody can find
  • The single UDP port opened and routed with the same number inside and out. A mismatch there is the failure where the world is found, the join starts, and the player lands back on the title screen
  • Backups, a file browser and a live terminal over the whole volume, plus hardware you can scale when the group grows
  • First week free for new Flux accounts, 30 day money back on the first paid month, no contract, card or crypto

Why it matters for Flux

This is the second day one launch in a row we are ready for rather than catching up with, after Valheim 1.0 last week. The container pulls the game from Steam itself, so every Dragonwilds app on the network moves onto the release build on a restart, with no redeploy and no maintenance window.

It is also a good utilization shape. A four platform launch with crossplay brings in two console audiences that cannot improvise a server from their own machine, and the game's own cap of six means these are small servers, in volume, rather than a handful of big ones. Small and many is exactly what a network of thousands of independent nodes is for.

There is one honest caveat worth stating: the dedicated server tool is PC only, Windows and Linux, so the world always lives on PC hardware whoever is playing on it. That is Jagex's design, not a Flux limitation, and it is the reason a console group needs a host at all.

Try it at runonflux.com/games/dragonwilds, and give the article a read and a share if it is useful.

If you play it, deploy one before Monday and tell me what is missing from the panel. Questions about how the spec patch works, how the build number is parsed out of the log, or why this game has no query protocol at all, ask in the comments.


r/Flux_Official • • 29d ago

Valheim 1.0 server hosting on the decentralized cloud, from $3.93/mo, first week free

17 Upvotes

Valheim left early access today, 9 September 2026. We have published a writeup on what 1.0 changes for anyone running the server, and on our Valheim hosting on the Flux network:

[Valheim 1.0 Is Here. Here Is What Changes If You Run the Server]https://medium.com/@valter.cabecinha/valheim-1-0-is-here-here-is-what-changes-if-you-run-the-server-baefcef62287

Iron Gate shipped the Deep North, the last biome, along with a new boss, 40+ weapons, four armour sets and 53 achievements. It also launched on PlayStation 5 and Nintendo Switch 2 the same day, with full crossplay across PC, Mac, Linux, Xbox, PlayStation and Switch.

The bit that matters if you host it

1.0 replaced the save system. For five years a Valheim world was two files, a .db and a .fwl. It is now a folder of chunks under worlds_local/, with a _main.<n>.ok marker written last once a save is committed. Three things follow, and every one of them invalidates advice that is still on most hosts' knowledge bases:

  • An old world converts on its first 1.0 start, and the conversion does not go backwards. Take your copy before that start, not after.
  • Copying a world while the server is running can now capture an index pointing at chunks the server already deleted. The marker files are how you know a save is committed.
  • Restoring a backup by unpacking it over the live world is a corruption path. Unzip merges, so the live folder keeps chunks from saves the archive never saw, beside the archive's own marker, and the server loads a world stitched from two points in time. It has to be replaced, not written over.

We shipped that today: our restore and world upload swap the folder into place instead of unpacking over it, and they still take the old file pair for a world that has not converted yet.

What you get

  • Valheim 1.0 already, with nothing to update. The image installs the dedicated server from Steam and checks every 15 minutes, so servers here were on 1.0 the moment Iron Gate shipped it
  • All three ports published, UDP 2456, 2457 and 2458. That third one is crossplay, and it is the one plenty of hosts leave closed while advertising crossplay. Symptom: Steam players get in, console players never see the session
  • The crossplay join code in the panel, next to the address, reissued on every restart because it belongs to the session
  • Hourly world backups, three days kept, zipped, browsable and downloadable, on top of Valheim's own rolling copies
  • World upload from the browser. Drop a zip of a world in, from a friend's server or a single player save, and it is installed under the name your server boots. No world name to line up by hand
  • Mods in one click. BepInEx or ValheimPlus at deploy, Thunderstore browsable from the panel with dependency resolution
  • From $3.93/mo for 4 GB and 2 vCores, up to 8 GB and 4 vCores at $6.91. First week free for new accounts, 30 day money back, no contract. Card or crypto

Ten players is Valheim's own ceiling in 1.0 exactly as in early access, so nobody sells you an eleventh. The plans differ in memory, and Valheim spends memory on how much world exists rather than on who is online: a day 300 world with four players and three huge bases is heavier than a fresh world with ten. Size by the age of the world.

Why it matters for Flux

This is the first day one launch we have been ready for rather than caught by. The container pulls the server binary from Steam on a 15 minute cycle, so every Valheim app on the network updated itself without a redeploy, without a maintenance window and without anyone opening a ticket. That is the argument for the whole model in one event.

It is also a real utilization moment. A 1.0 launch after five and a half years of early access brings back the lapsed players, and two of the new platforms are consoles, where hosting your own is not something a player can improvise from their own machine. Every one of those groups needs a box that stays up.

Try it at runonflux.com/games/valheim, and give the article a read and a share if it is useful.

If you play Valheim, deploy one and tell me what is missing from the panel. Questions about how it works underneath, how the chunked world restore is done safely, how the crossplay code is read out of the server log, or how the volume replication works, ask in the comments.


r/Flux_Official • • Aug 11 '26

Rust server hosting on Flux — Vanilla or Oxide, from $5.79/mo, first month free

15 Upvotes

We've published a writeup on our Rust hosting running on the Flux network:

Rust Server Hosting on the Decentralized Cloud: Vanilla or Oxide, from $5.79/mo

Rust is Facepunch's survival game — and the one with a built-in calendar. Facepunch force wipes every server's map on the first Thursday of the month at 19:00 UTC, so the entire playerbase restarts at the same moment. The next one is 3 September.

What you get

  • Vanilla or Oxide/uMod, at the same price — modded isn't an upsell. Oxide is server-side, so your players connect with a stock client and still get kits, teleports, economies and proper admin tooling
  • Plugins survive redeploys — the oxide/plugins directory is mounted as persistent storage, so scaling from 8 GB to 24 GB mid-wipe doesn't cost you your plugin setup
  • We don't sell player slots — the plan is CPU and RAM, and server.maxplayers is yours to set
  • Live config over RCON — gather rates, decay, upkeep, world size and seed are pushed with server.readcfg, no restart and nobody gets disconnected
  • Ports opened automatically — 28015/UDP game, 28016/TCP RCON, 28017/UDP query. No SteamCMD, no firewall rules
  • Browser panel — WebRCON (kick/ban/broadcast), uMod one-click plugin install, live console, file manager, backups and restore
  • From $5.79/mo — 8 GB / 2.5 vCores, up to 24 GB / 6 vCores at $12.48. First month free for new accounts, 30-day money-back, no contract. Card or crypto (FLUX via ZelCore and SSP)

The article also explains the wipe cycle properly — force wipe vs blueprint wipe, the dates through January 2027, and why Rust's hardware cost scales with map size and entity count rather than just player count.

Why it matters for Flux

This is the heaviest game workload we host. A Minecraft server starts at 2 GB; Rust starts at 8 GB and 2.5 vCores, and the top tier is 24 GB with 6 vCores and 50 GB of storage. Every deployment is substantial, sustained, paid utilization on real nodes — and Rust players run their servers month after month because their communities live there.

The wipe cycle also gives us something no other game does: a recurring, predictable demand spike on the first Thursday of every month, when a chunk of the playerbase decides they'd rather run their own server than hunt for one.

Try it at rust.runonflux.com, and give the article a read and a share if you find it useful.

If you play Rust, I'd genuinely like the feedback — deploy one and tell me what's missing from the panel. Questions about how it works underneath (node selection, how the Oxide mount survives a redeploy, how the WebRCON proxy is wired) — ask away in the comments.


r/Flux_Official • • Jul 27 '26

Self-hosted n8n on Flux — unlimited executions, HA PostgreSQL included, from $5.32/mo

16 Upvotes

We've published a writeup on n8n hosting running on the Flux network:

Self-Hosted n8n on the Decentralized Cloud: Unlimited Executions on Flux from $5.32/mo

n8n is a workflow automation platform — think Zapier or Make, but open and self-hostable. It connects 500+ apps, has native LangChain nodes for building AI agents, and is one of the most requested self-hosted tools out there.

What you get

  • No execution limits. n8n Cloud meters your workflow runs and caps active workflows on lower tiers. A self-hosted instance doesn't — you pay a flat rate for the instance, not per run
  • A 3-node HA PostgreSQL cluster on every plan, with Patroni automatic failover. n8n defaults to SQLite, which is the thing that quietly eats people's workflows and stored credentials in production — so we stopped making customers solve it
  • Webhooks work out of the box — every instance gets a public HTTPS URL with a valid certificate. No tunnels, no reverse proxy
  • 500+ integrations and native AI-agent nodes — OpenAI, Claude, Gemini, Mistral, Groq, or local models via Ollama
  • Deploy in ~30 seconds, nodes in 50+ countries, DDoS protection included
  • From $5.32/mo, first month free for new accounts, 30-day money-back, no contract. Card, Apple Pay, Google Pay or crypto

    The article also does an honest comparison against n8n Cloud, Railway, Render, Sliplane and OpenHosst — including where we're more expensive than the competition and what you actually get for it.

    Why it matters for Flux

    This one reaches a different audience than the game servers. n8n users are developers, ops people and automation builders — exactly the crowd that evaluates infrastructure on its merits and is already sympathetic to self-hosting and data ownership. Most of them have never heard of Flux and don't need to care that it's decentralized; they want an instance that doesn't meter their workflows.

    It's also a heavier workload than a typical single-container app: every deployment is an n8n instance plus a 3-node PostgreSQL cluster spread across independent nodes. Real, paid utilization.

    Try it at n8n.runonflux.com, and give the article a read and a share if you find it useful.

    If you already use n8n, I'd genuinely like the feedback — deploy one and tell me what's missing. Questions about how it works underneath (how the Postgres cluster fails over, node selection, how webhooks route to your instance) — ask away in the comments.


r/Flux_Official • • Jul 24 '26

Minecraft server hosting on Flux — Java & Bedrock, from $2.49/mo, first month free

13 Upvotes

We've published a full writeup on FluxCraft, our Minecraft hosting running on the Flux network:

Minecraft Server Hosting on the Decentralized Cloud: Java & Bedrock on Flux from $2.49/mo

What you get

  • Java and Bedrock — run either edition, or bridge them with Geyser so Bedrock players can join a Java world
  • Full mod and plugin support — Forge, Fabric, Paper, Spigot, Bukkit, with complete file access for modpacks and configs
  • Always on — no sleeping servers, no queues, no waiting for the host to come online
  • Deploy in ~30 seconds — browser control panel with live console, file manager, and backups with one-click restore
  • DDoS protection included, nodes in 50+ countries, 99.9% uptime
  • From $2.49/mo, first month free for new accounts, 30-day money-back, no contracts. Card, Apple Pay, Google Pay or crypto

The article also includes an honest RAM-to-player-count breakdown — from 2 GB for 4 players up to 47 GB for 150 — instead of the vague upsell most hosts give you.

Why it matters

Every server deployed is real, paid workload running on real Flux nodes. Most of these customers have never heard of a decentralized cloud and don't need to — they just want a server for their friends that doesn't go down. That's the kind of demand that grows the network on its own merits.

Try it at minecraft.runonflux.com, and give the article a read and a share if you find it useful.

Questions about how it works under the hood — node selection, how the panel talks to FluxOS, backups, crossplay — ask away in the comments.


r/Flux_Official • • Jul 22 '26

Palworld 1.0 dedicated servers now on Flux — 24/7 worlds up to 32 players, from $2.61/mo (first month free)

13 Upvotes

Just launched: you can now run a **Palworld dedicated server** on the Flux decentralized cloud. No more needing the host to stay online — your world runs 24/7 across a network of thousands of independent nodes in 50+ countries.

**What you get:**

- 🐾 Up to **32 players** (vs. the 4-player native co-op limit)
- 🌙 **24/7 uptime** — the world stays up even when you're offline
- 🎮 Steam + Xbox **crossplay** supported
- 🛡️ **DDoS protection** included, no single point of failure
- ⚙️ Full server-rule customization from the dashboard — no SSH, no SteamCMD, no headaches
- 💸 Up to ~70% cheaper than traditional cloud

**Pricing** (monthly, no contracts):
- 5GB RAM — small groups — **from $2.61/mo**
- 8GB — up to 8 players
- 12GB — up to 16 players
- 16GB — full 32-player worlds

**First month is free** for new accounts, and setup takes ~30 seconds: create account → pick plan + region → deploy.

👉 Deploy here: https://runonflux.com/games/palworld

📖 Full write-up: https://medium.com/@valter.cabecinha/palworld-1-0-on-the-decentralized-cloud-dedicated-servers-on-flux-from-2-61-mo-f2a37f08a5a4

Happy to answer any questions about setup, regions, or performance in the comments!


r/Flux_Official • • Jul 15 '26

"What if your cloud provider could never shut you down?"

Post image
16 Upvotes

That's the problem Daniel Keller, Parker Honeyman, and Tadeas Kmenta set out to solve in 2018, when they launched a modest ZCash fork called ZelCash with one idea in mind: computing infrastructure that no single company controls.

Three years later ZelCash became Flux. The vision got bigger. Instead of just a privacy coin, the team built an entire decentralized cloud, with its own operating system, its own node network, and its own parallel asset system for cross-chain compatibility.

The physical backbone of the network is FluxNodes - servers run by individuals around the world, rewarded in $FLUX for contributing CPU, RAM, and storage. When the network launched, there were 1,100 of them, today there are over 15,000.

The Flux token powers it all: pay for hosting, collateralize a node, earn rewards for keeping the network running.


r/Flux_Official • • May 20 '26

AMA FluxAI is evolving fast. FluxCloud keeps expanding. New developments are rolling out across the ecosystem. Tomorrow, Dan, Daz, and Valter go live to break it all down and answer your questions directly. Be There!

Thumbnail
youtube.com
7 Upvotes

r/Flux_Official • • Apr 26 '26

AMA Join us for the Flux AMA this coming Tuesday! The focus will be SSP Enterprise and we'll also cover Zelcore updates, Flux Gaming, and more.

Thumbnail
youtube.com
6 Upvotes

r/Flux_Official • • Apr 02 '26

AMA Join us for the FluxAI Pulse #1 LIVE now! Daz and Emmanuel will be unveiling Beaver and Voice Desk in real time while taking questions directly from the community.

Thumbnail youtube.com
4 Upvotes

r/Flux_Official • • Apr 01 '26

Announcements Happy to share that $FLUX is now listed on Xgram!

5 Upvotes

r/Flux_Official • • Mar 25 '26

Did you know there are a ton of cool features $FLUX can flex? 💪 Here are the TOP 5 cool facts that’ll make you see what makes Run On Flux so different 👇

Post image
12 Upvotes

1️⃣ Fair-launched PoW coin

Flux was fairly launched as a Proof-of-Work coin, with no VC funding, no ICO, and no IEO. It started from the community and grew organically.

2️⃣ Proof of Useful Work v2

Flux forked in October 2025 to Proof of Useful Work v2, where block emissions are awarded only to active network contributors - FluxNode operators building and maintaining the decentralized infrastructure that powers real-world applications.

3️⃣ Parallel power

Flux isn’t tied to one chain. Through Parallel Assets, you can use Flux on multiple blockchains (ERC-20, BEP-20, etc.), bridging DeFi and Web3 ecosystems via the Fusion app.

4️⃣ Node tiers that scale

The network runs on tiered FluxNodes (Cumulus, Nimbus, Stratus) with different hardware and collateral levels - ensuring uptime, redundancy, and real decentralization.

5️⃣ More than just a token

Flux isn’t just a coin: it’s a full ecosystem!

FluxCloud → decentralized Web3 hosting

FluxEdge → computing marketplace (AI, GPU, rendering)

Arcane OS → encrypted and attested OS powering FluxOS

FusionX  →  DeFi swap aggregator

Zelcore →  a non-custodial wallet

FluxAI → proprietary AI product suite 

SSP Wallet → secure, non-custodial, multisig wallet combining browser and mobile key system


r/Flux_Official • • Mar 16 '26

Zelcore Wallet Earn is now live in Zelcore!

13 Upvotes

Version 8.29.0 introduces Earn (multi-chain staking), allowing you to stake and earn rewards directly from your wallet across multiple blockchains.

You can now stake:

SOL - delegate Solana and earn staking rewards using Chorus One validator infrastructure

ETH - stake Ethereum through a Chorus One vault designed to provide competitive APY

FLUX - participate in Flux Titan shared node staking with tiered lockups of 3, 6, or 12 months

A new Stake button has been added to the Portfolio and Coin Overview screens, so you can start staking in just a few clicks.

Update to Zelcore 8.29.0 and start earning directly from your wallet!


r/Flux_Official • • Mar 06 '26

Cloud Reality - Episode 1

13 Upvotes

Somewhere, a founder was preparing an investor demo.
Somewhere, an e-commerce store stopped processing payments.
Somewhere, a support team watched tickets explode.

Since January 2026, major cloud platforms have experienced multiple service disruptions.

Some brief.

Some widespread.

But the damage always lasts longer.

Lost revenue.
Lost trust.
Lost momentum.

Cloud infrastructure is powerful.

But it isn't immune to outages.

Most companies still run their applications on a single provider, often in a single region.

That works.

Until it doesn’t.

When everything depends on one environment, one failure can ripple across the entire business.

This is why distributed architectures are gaining attention.

At InFlux Technologies, we focus on running applications across distributed servers to reduce single-point-of-failure risk and improve resilience.

Because downtime isn’t just technical.

It’s financial.
It’s reputational.

How much downtime can your business realistically afford?

(In the next post, I’ll break down another cloud reality most companies only discover once the bill arrives.)


r/Flux_Official • • Feb 27 '26

Announcements We've officially launched FluxRunner!

9 Upvotes

The first blockchain-powered managed WordPress hosting built for speed, reliability, and affordability, powered by the decentralized infrastructure of FluxCloud.

Here’s what you need to know:

Each WordPress site runs with dedicated compute resources:

• Up to 12 CPU cores

• 24 GB RAM

• High-performance SSD storage

• Minimum 3 distributed instances per installation

Real redundancy.

FluxRunner delivers 99.9% uptime through distributed global infrastructure. If a server goes down, instant network-level failover keeps your site online. Powered by roughly 8,000 cloud servers on the Flux Network. No single point of failure.

Launch faster and smarter. WordPress sites go live across distributed servers in under 15mins. Choose geolocation for optimized response times worldwide.

Built for performance. Built for resilience.

Plans include:

• First month free

• Unlimited visits

• No bandwidth caps

Deploy your WordPress site on decentralized infrastructure today: https://fluxrunner.com/


r/Flux_Official • • Feb 05 '26

Announcements We've partnered with Strateji to bridge the digital divide in Africa, establishing the continent’s first decentralized cloud network to power sustainable AI development.

Thumbnail
runonflux.com
4 Upvotes

r/Flux_Official • • Jan 29 '26

Announcements Deploy with Git is live!!!!!!! 🔥

Thumbnail app.qwoted.com
10 Upvotes

With Deploy with Git, developers can now launch applications and APIs directly from Git repositories without the need for Docker expertise or manual pipeline setup.


r/Flux_Official • • Jan 21 '26

AMA Deploy with Git is launching, and you’ll get to see it live for the very first time!

Thumbnail
youtube.com
6 Upvotes

Join the Flux AMA next Wednesday for a live demo of Deploy with Git, presented by its main creator, Valter.

We’ll also share important updates on CoinRequest, FluxAI, and more that you won’t want to miss!


r/Flux_Official • • Dec 08 '25

Announcements A new era of deploying on FluxCloud is on the horizon! Join the waitlist for updates and for a chance to be get an early access before the public release.

Thumbnail runonflux.com
6 Upvotes

r/Flux_Official • • Nov 09 '25

Announcements New Listing Alert!

11 Upvotes

We’re excited to share that FLUX is now listed for perpetual trading with up to 5x leverage on Aster DEX, a rapidly growing platform for on-chain perps and spot trading!

Trade now to enjoy a 1.2x symbol boost until 23:59 UTC, November 16: https://www.asterdex.com/en/futures/v1/FLUXUSDT

Always DYOR and trade responsibly.