Arcadigo guide
How to Play Flux Heist: Shards, Banking and Controls
Learn Flux Heist controls, shard carrying, banking, directional Pulses and practical 1v1–4v4 tactics for Arcadigo’s 60-second collection game.
What is Flux Heist?
Flux Heist is a free online collection game for 1v1, 2v2, 3v3 and 4v4 teams. Energy shards appear around a shared arena. Touch a shard to carry it, then return to your team’s bank to convert the haul into permanent score. A player can hold no more than three shards, so every trip becomes a choice between banking a safe point and staying outside to complete a larger run.
Regulation lasts 60 seconds. The team with more banked shards at the horn wins. Opponents can interrupt a carrier with a directional Pulse: a hit briefly stuns the target and knocks one unbanked shard back into the arena. It never removes a point that has already reached the bank.
This beginner guide explains the scoring loop, controls, Pulse and sudden death. You can open Flux Heist as a guest when you are ready to try the routine.
The basic scoring loop
A Flux Heist run has three simple steps: collect, carry and bank. Move across a loose shard to pick it up. Your player marker shows how many shards you currently carry. Reach your own team bank with at least one shard and the carried total is added to the scoreboard.
Only banked shards count as score. Carrying three when the timer expires does not add three late points, and carrying a shard near the bank is not the same as depositing it. Finish the return across the marked bank area before the horn.
The carry limit is three. Once all three slots are full, passing over another shard cannot increase the haul. Continuing to circle the arena at the cap adds risk without adding value. Turn toward home, choose a route that avoids the nearest opponent and lock in the points.
Banking is not all-or-nothing. A one-shard return is valid, and it is often the right beginner decision. Short, repeatable trips teach the arena and keep fewer loose points vulnerable to a Pulse. Larger hauls are efficient when a route is open, but they also give opponents more reason to target the carrier.
Know which bank is yours
The two banks sit on opposite sides of the arena and use the same team colors as the players and scoreboard. Follow your color, not the closest goal-shaped area. Entering the rival bank does not deposit your shards for either team.
After collecting, glance at the arena edge before choosing a return path. The straight line home is quick but predictable. A small diagonal can avoid an opponent who is waiting between the center and your bank. The best route is not always the shortest route on the screen; it is the route most likely to arrive without losing time to a stun.
Your player is visually distinguished from teammates and opponents. Use that marker together with the carry indicator when the arena becomes busy. If you are empty, contesting a central shard or creating space may be useful. If you are carrying three, returning to the bank should normally take priority.
What a directional Pulse does
Pulse is the main interaction between players. Aim in a direction and release to cover the visible cone in front of you. The nearest rival inside that cone and its limited range takes the hit: that player is briefly stunned and drops one carried shard. The dropped shard becomes collectible in the arena again, so the play is not complete until someone secures it.
Pulse does not steal banked points, deal health damage or eliminate a player. It also does not automatically award the loose shard to the shooter. Think of it as a way to change possession and buy a short movement advantage.
Aim where a carrier is moving rather than only at the position where the carrier was. A rival returning with three shards is an important target, but a random long-range attempt can leave Pulse unavailable during its 2.25-second cooldown when the carrier reaches the narrow approach to the bank. Waiting for a cleaner angle is often stronger than firing immediately.
When you are hit, recover your movement before making the next decision. The dropped shard may be nearby, but turning back for it can expose the rest of your haul. If you still carry valuable shards and the opponent has the better angle, continue home and bank what remains.
Desktop controls
On desktop, move with WASD or the arrow keys. Aim with the mouse. Use the primary mouse button or Space to fire Pulse in the displayed direction. Movement and aim are separate, which lets you run toward your bank while aiming backward at a pursuing opponent.
Watch the direction guide before releasing. It shows where the Pulse will travel and removes the need to guess from the direction your player is facing. A short moment spent lining up the guide is useful when the target is approaching a bank lane or crossing the center.
Keep a movement key held through the opening countdown if you want an immediate start. The controls read the active direction as play begins, so you can move toward an uncontested first shard without pressing the key again.
Mobile controls
On mobile, use the movement joystick below the arena. Tap a point directly on the arena to aim toward it and fire Pulse. This direct targeting makes it easier to lead a moving carrier without translating a separate pad gesture into an arena direction. The dedicated Pulse button fires along your current aim, which follows the last movement or arena target.
Tap beyond the target along the line you want the Pulse to travel. You can keep moving with one thumb while using the other to choose the shot. When firing from the dedicated button, check the facing guide first so the current aim is clear.
Landscape orientation offers more horizontal room, but Flux Heist remains playable in the supported mobile layout. Use the visible carrier count and highlighted local-player marker instead of trying to identify your position by color alone during a crowded 4v4 exchange.
Decide when to bank
Banking after every single pickup is safe but can spend too much of the 60-second round travelling. Always waiting for three is efficient only if the extra shards are on a reachable route. The useful decision depends on distance, opponents and the score.
Bank early when a rival is already between you and the next shard, when the clock is low or when one point protects a lead. Stay out for another pickup when the path is open, Pulse is ready and the added detour is shorter than a separate future trip.
Use the carry limit as a hard signal. At three, stop searching and begin the return. With two, ask whether the third shard lies along the home route. With one, look for a second pickup that does not carry you deeper into the opposing side.
The scoreboard changes only when a player banks. A team may appear behind while two teammates are returning with full loads, but those potential points are still vulnerable. Read both the score and the visible carriers before deciding whether to defend, chase or collect.
How each team size changes the match
In 1v1, every collection trip leaves the bank approach unguarded. If both players carry shards, a clean return may be worth more than chasing across the arena for a Pulse. Take small leads seriously because there is no teammate to recover a shard you lose.
In 2v2, players can separate the jobs. One teammate collects while the other pressures a carrier or protects the return. The roles should change naturally as shard counts change; Flux Heist has no fixed class that forces one player to defend for the whole match.
In 3v3 and 4v4, avoid sending everyone toward the same spawn. Spread across lanes so the team can collect new shards and cover both central and bank routes. Several players stacked in one place are vulnerable to congestion and leave the opposite side free.
Team modes still reward individual banking. A teammate cannot deposit the shards you carry, and a loose shard is not reserved for the player who forced the drop. Take the pickup when you have the safer route, then convert it into team score.
The final seconds of regulation
With 15 seconds left, change from general collecting to clock-aware play. A carrier close to home should finish the deposit. An empty player can screen the return route, aim at the rival’s most valuable carrier or take a nearby shard only when there is enough time to bank it.
Do not fire a desperate Pulse that sends you away from your own objective. If your team leads, protecting a carrier and denying a clean opposing return may be enough. If behind, interrupting a loaded opponent can prevent more score, but your team still needs a successful bank to close the gap.
At the horn, carried and loose shards remain unbanked. The score decides the winner unless the teams are tied.
What happens in sudden death?
A tied score after 60 seconds begins a 10-second sudden-death phase. The next valid bank wins immediately. It can be a single shard; the size of the deposit no longer matters once it breaks the tie.
That rule changes priorities. A player carrying one shard near home is more dangerous than a player carrying three on the far side. Protect the closest friendly return and aim at the opponent most likely to deposit next. Do not delay a one-shard bank to fill the remaining carry slots.
If neither team banks during the 10-second phase, the match ends as a draw. Flux Heist does not choose a winner based on distance to a bank, loose shards controlled or unbanked inventory.
Matchmaking and AI players
Instant matchmaking can fill open positions with clearly labelled AI so every supported mode can start without waiting indefinitely. Computer players use the same movement, carry limit, Pulse and banking rules as human players. They do not receive hidden score or protected shards.
Flux Heist matches with AI are unranked. Use them to learn safe return routes, aiming and the difference between a possible point and a banked one. When more people join the queue, the same 1v1–4v4 rules support fully human matches.
A first-match routine
At the start, identify your bank color and move toward a nearby shard rather than crossing the entire arena for a contested pickup. Collect one or two, then angle home. Aim toward any opponent entering the return lane, but keep moving instead of stopping solely to line up a difficult Pulse.
After banking, turn toward an area with more than one possible pickup. At three shards, return immediately. During the last 15 seconds, compare the scoreboard with the carriers on both teams. If regulation ends tied, treat the nearest one-shard bank as the only objective that matters.
The reliable beginner rhythm is collect, check, return, bank. It creates real score while leaving room to learn Pulse timing. Review the full Flux Heist rules, continue with the Flux Heist team strategy guide, or play Flux Heist free in your browser.