THE FILAMENT
the city. One long ribbon of neon through permanent dark. Nobody remembers daylight; neon is the only light source anyone has ever painted it with. (This is why the game and all marketing are always night.)
FLUX // Canon
The city, the Accord, the Charged, and the business built around them. Everything here is canon — it was written around what already ships in the game, so nothing on this page contradicts anything a player can read in a champion dossier.
01 // The Accord
The city called THE FILAMENT is one endless street of light strung through a world that never sees daylight. Everything in it runs on flux — raw energy stored in crystal. For a generation the two halves of the city, BLUE SIDE and RED SIDE, fought the BROWNOUT WARS over the crystal seams, and they fought until the lights themselves began to die. So the city signed the FLUX ACCORD: no more war. Every dispute between the Sides — territory, power, pride — is settled in the arena instead, live, under the whole city's eyes. Each Side charges a CORE, a crystal holding everything it stands to lose. Break the other Side's core and the dispute is settled. No cheats. No disputes. Only the outcome. War became sport — and the lights stayed on.
02 // The World
the city. One long ribbon of neon through permanent dark. Nobody remembers daylight; neon is the only light source anyone has ever painted it with. (This is why the game and all marketing are always night.)
the energy in the crystals, and the name of the league that replaced the war. When something living takes too much flux, it changes. When something mechanical takes too much, it wakes up.
the old wars over the crystal seams. They ended not in victory but in blackout: the city realised it was burning the very thing it was fighting for. (Champion dossiers already reference these wars — Moss "stood through four wars and got up during the fifth"; Lyra "ran a field hospital until the war moved on." That fifth war was the last Brownout War.)
the ceasefire that turned war into sport. Its three lines are carved over every arena gate: NO CHEATS. NO DISPUTES. ONLY THE OUTCOME. (This is why every ranked result in the game is server-certified — the Accord is literal.)
the two halves of the Filament, one on each bank of the old crystal seam. Every citizen is born, or signs, onto a Side. Their colours are the only flags left.
before each match, both Sides charge a crystal core with the stakes of the dispute. Cores are defended by towers and minions because they are worth defending: when a core shatters, the matter is settled, the shards are swept, and the next dispute is scheduled. The war that never has to happen again is fought every night.
the 56 fighters. Flux exposure changed them: furnace- tenders who walked out of fires carrying them (Pyra), capacitors that woke up angry (Volt), siege platforms that read their own decommission papers and disagreed (Vantar-9), a forest that got up (Moss), medics who got bored when the war ended (Lyra). Anyone — anyone — the flux has touched can register with the league, pick a Side, and fight. Half-human, half-machine, one glowing cyber-eye, a lit sigil on the chest: the sigil is their league registration, worn like a fighter's licence.
the league grades every fighter's licence: DRONE → CIRCUIT → NETRUNNER → SPECTER → OVERCLOCK → SYNTHETIC → APEX. (These are the ranked tiers in-game — in-world, they are licence grades. An Apex licence is the rarest object in the city.)
the golems (rage, guard, gold, phase) are old war machines repurposed as arena groundskeepers. They patrol the jungle carrying prize-charges of flux; fighters who take them down take the charge. OMEGA is the oldest machine in the city — a relic of the Brownout Wars that sleeps under the Conquest arena and is woken, deliberately, mid-match, because the crowd demands it.
Accord-sanctioned combat subroutines a fighter may load before a match. One per fighter. (The summoner spells.)
the league's coin, paid out on victories, spent on the fighter's look. The whole city trades in it on fight nights.
the league runs in seasons. SEASON 1: NEON DAWN is the first season since the Accord was signed — the first fights ever broadcast to both Sides at once. (This is why "live match" feeds and spectate links exist: every match is broadcast.)
"War became sport. The lights stayed on."
Whitepaper & Roadmap // Season One
noindex, so search engines are asked not to list it.A competitive arena game and a streetwear label built as one business, where the game creates the culture and the clothing sells it back.
This document covers what has been built, why the two halves reinforce each other, how it makes money, and the phased plan to get from "assets exist" to "business runs." Every product claim is drawn from the live store and the game-side FLUX Handbook, which is canon where the two disagree.
01 // Executive Summary
FLUX is two products sharing one world: a free browser MOBA at fluxclash.com with 56 champions, two competitive modes and a full live-service economy, and a streetwear label at fluxclash.shop selling the factions from that game, with the domain and platform already paid for.
Both halves exist today, and the game is considerably further along than a prototype: ranked ladders with cryptographic match certification, 40 items with build paths, a battle pass, guilds, replays and a tutorial. It runs identically in a browser, as an installed app, and inside an iOS wrapper that is ready to submit to the App Store. The store is live with sixteen products. What has not happened is the storefront switch being flipped: the new design sits in an unpublished theme, four Season Two products sit in draft awaiting photography, and no launch has been run.
The hard part is done. What remains is activation, not invention.The strategic bet is that "Pick a Side" is a merchandising engine, not a slogan. A player who commits to Blue or Red has a reason to buy a jersey, a reason to buy the opposing colourway later, and a reason to care when a new season drops. That is the mechanism this whole business runs on.
56Champions 7Classes 40Items with build paths 16Products in store 2Domains, paid02 // The Thesis
Most game studios treat merch as an afterthought, and most streetwear brands have no reason for anyone to care about their graphics. FLUX is built so each side solves the other's hardest problem.
The game solves the brand's problem. Streetwear graphics are arbitrary — a logo means nothing until people agree it does. A competitive game manufactures that meaning for free: after twenty matches, "Hold the Lane" isn't a slogan on a tee, it's a thing the wearer believes about how the game should be played.
The brand solves the game's problem. Indie games die of invisibility, and paid user acquisition is brutal. Apparel is a marketing channel that generates revenue instead of consuming it — every hoodie is a billboard the customer paid you to wear.
The currency closes the loop. V-Money converts engaged players directly, without shipping anything, at effectively zero marginal cost.
03 // Asset Inventory
Verified against the live build and store — not aspirations.
Asset 01
A free browser MOBA at fluxclash.com with a mature live-service spine already shipped.
Asset 02
A live Shopify storefront on a paid, owned domain — the expensive infrastructure step is behind you.
Asset 03
A documented fiction that keeps game, store and marketing telling one story.
None of this has been launched. There is no marketing history, no customer base, and no sales data to reason from. Every projection in this document is therefore a target to test, not a forecast to trust.
04 // The Product
| Line | What it is | Price band | Margin shape |
|---|---|---|---|
| Faction kit | Blue Side / Red Side tees, hoodies, joggers, and Season Two slim-fits and cargos. The identity purchase. | $64–$140 | Physical — inventory, shipping, returns |
| Genesis line | Numbered Season One originals, neutral to both factions. Scarcity play. | $9–$140 | Physical — limited runs |
| V-Money | In-game currency in three tiers, delivered to the player account. | $9.95–$54.95 | Digital — near-zero marginal cost |
These three do different jobs. Faction kit is the volume driver and the identity anchor. Genesis creates urgency and collectability. V-Money is the margin engine — it monetises the players who are most engaged but least likely to spend $140 on a hoodie, and it costs nothing to fulfil.
The sequencing matters: V-Money should be easiest to buy, because it converts the widest slice of the audience at the lowest friction.
05 // Business Model
Two revenue streams live today, three more available without new technology.
| Stream | Status | Requires | Notes |
|---|---|---|---|
| Apparel sales | Live | Photos, inventory, launch | Highest revenue per order; lowest margin per dollar |
| V-Money | Live in store | In-game delivery + purchase flow | Best margin; needs the game-to-store link to actually work |
| Battle pass | Built in game | Nothing — it exists | Recurring revenue already shipped; underexploited commercially |
| V-Money voucher cards | Concept | Card print + redemption flow | Physical product that sells digital margin. Codes are generated and guarded by the game side only — never on the shop |
| Champion merch | Not built | Champion art from the API | 56 champions × their own mains; the deepest catalog expansion available |
| Sponsored / collab drops | Not built | An audience first | Only viable once there's a community worth borrowing |
The redemption mechanism already exists — voucher codes redeem in-app for V-Money, validated server-side. What is missing is the commercial loop around it: a visible path from playing to buying, and a reason to buy a card rather than nothing. That is a merchandising problem, not an engineering one, which makes it the cheapest revenue available.
Security note: voucher codes are generated and guarded by the game side only. They must never be generated, previewed, or published on the shop.
06 // Roadmap
Five phases. Each has one goal and an exit gate — do not start the next phase until the gate is met, because launching to nobody wastes the drop.
07 // Metrics
Vanity metrics will lie to you early. These four tell you whether the thesis is real.
| Metric | What it proves | Where to read it |
|---|---|---|
| Faction split | Whether "Pick a Side" works. A roughly even split means the mechanic is engaging both ways. A 90/10 split means one side is badly written or badly designed. | Shopify sales by collection |
| Game → store click-through | Whether the flywheel connects at all. This is the single number that validates the whole thesis. | Shopify analytics, referrer |
| V-Money attach rate | Share of active players who ever buy currency. Drives the margin story. | Store orders vs active accounts |
| Repeat purchase rate | Whether this is a brand or a one-off novelty. Especially: buying the opposing colourway later. | Shopify customer reports |
None of these are measurable today. Analytics and UTM tagging on every game-to-store link must be in place before the first drop, or the launch produces no learning — only noise.
08 // Risks
Ordered by how much damage they do if ignored.
09 // Open Questions
This whitepaper deliberately contains no market-size figures, competitor revenue, or industry benchmarks. That is not an oversight — it was written without web access, and inventing plausible-sounding numbers would make the document dangerous exactly where it matters most. The following need real research before any funding conversation or major spend:
The shop-side brand work produced a fiction — the ARC-9 derelict station, the Seam Wars, an AI referee called ARBITER-01, and a six-hero roster — before the game-side handbook was available. The real game has its own established world: 56 champions across seven archetypes, the Omega Warden boss, FLUX Academy with Sgt. Bulwark, and a "half-human, half-machine cyberpunk fighter" art direction with an explicit never spaceships rule.
These two do not reconcile automatically. The game's version should win — it is shipped, it is canon, and the store exists to sell it. The shop-side lore should be treated as discardable draft material, with only the parts that survive contact with canon kept: the BLUE SIDE / RED SIDE faction split, the "Pick a Side" merchandising mechanic, and the drop structure. This needs an explicit decision before any of it reaches a customer.
| Question | Why it matters | How to answer it |
|---|---|---|
| Unit economics | Nothing else is decidable without it. What does a hoodie cost landed, and what is left after Shopify fees, shipping and returns? | Supplier quotes; a real cost sheet per SKU |
| Fulfilment model | Print-on-demand protects cash but caps margin and quality. Bulk inventory does the reverse. This choice shapes everything. | Quote both; model at 50, 200 and 1,000 units |
| Who the customer is | "Gamers 16–30" is not a target. Which communities, which platforms, which existing brands do they already wear? | Talk to 20 players; look at what they own |
| Player numbers | The flywheel needs players at the top. How many are actually playing, and where do they come from? | Instrument the game; read the leaderboard |
| Competitive landscape | Other game-native apparel brands exist and have solved things you're about to solve. | Desk research; buy from two of them |
Brand & Design // fluxclash.shop
Shop-side companion to the FLUX Handbook
FLUX Shop BibleEverything the storefront needs to stay in step with the game: the modes, the maps, the champion archetypes, the Nightgrid palette, the wording rules, and the art direction. Built from game canon — where this page and the game disagree, the game wins.
Reconciled to the FLUX Handbook · 25 Aug 2026
01 // Canon & Surfaces
FLUX is a free browser MOBA built and run by Alex Vlismas. The shop exists to sell that game's world — it does not invent its own.
| Surface | URL | Job |
|---|---|---|
| Game | fluxclash.com/clash | Play directly in any browser |
| Marketing landing | fluxclash.com | Already pulls shop product art into BLUE SIDE / RED SIDE kit sections |
| Merch store | fluxclash.shop | Shopify — the apparel and V-Money storefront |
| Champion API | fluxclash.com/api/champions | Public JSON — names, classes, colours, kits. Use it to keep shop copy in sync |
| Legal | fluxclash.com/privacy · /support | App Store compliance |
The FLUX Handbook, maintained by the game-dev session, is the single source of truth. This page is downstream of it. If the shop needs a fact that isn't in the handbook, ask for the handbook to be updated rather than inventing one here.
02 // The Modes
| Mode | Format | Win condition | Features |
|---|---|---|---|
| Crystal Clash Flagship | 2v2 | Break the enemy crystal. No match timer. | Minion waves, towers, jungle buffs, bushes |
| Conquest | 5v5 | Break the enemy core | Three lanes, twelve towers, mirrored jungle camps, the Omega Warden boss. Casual and ranked queues on their own ladder |
| System | Detail |
|---|---|
| Ranked integrity | Match results are cryptographically certified by the server. Wins can't be faked; bot matches never move rank. |
| Items | 40 items with build paths. Tier-4 "prime" items forge from components and carry unique passives. |
| FLUX Academy | A guided first match with coach Sgt. Bulwark. Pays +150 V-Money on graduation. |
| Live economy | Quests, daily login calendar, Lucky Spin, battle pass, mastery, guilds, replays, duo queue with squad codes, global leaderboards, seasons. |
| V-Money | The in-game currency. Voucher codes redeem in-app — single-use, server-validated. |
| Platforms | Browser, installable app, and an iOS wrapper bound for the App Store. Every deploy updates all of them at once. |
Voucher codes are generated and guarded by the game side only. Never publish, generate, or preview a code on the storefront — not in copy, not in a mockup, not in a screenshot.
03 // The Maps
Schematic layouts for both modes. Useful for print graphics — the Arena Map hoodie and desk mat already use this language.
Conquest · 5v5 Three lanes, twelve towers (two per lane per side), mirrored jungle camps, and the Omega Warden holding the river. Ranked ladder separate from 2v2. Crystal Clash · 2v2 The flagship. One lane, minion waves, towers, bushes and jungle buffs on both flanks. No timer — the match ends when a crystal breaks.04 // Champions
Every champion is half-human, half-machine: one side chrome plating, one side their suit colour, a glowing cyber-eye, and a chest core sigil unique to them. Colours are always the same base + neon accent pair, everywhere from the map to merch.
"Pilot" is retired everywhere — they are champions or cyberpunk fighters. And they are never spaceships: the fantasy is a cybernetic body, not a vehicle.
Hash-assigned per champion: a bare half-chrome face (three hair styles), a glowing-eyed hood, a crested combat helm, or a vented full mask.
The full roster — names, classes, colours and kit names — is public JSON at fluxclash.com/api/champions. Pull from it rather than hard-coding names, so shop copy never drifts from the game. Champion likenesses are original vector art owned by the project and free to use on merch.
05 // Blue & Red
Champions are faction-neutral — any champion plays either side. BLUE SIDE and RED SIDE are team colours, and they are what the apparel is organised under, on both the landing page and the shop.
The home banner. Shop collection: /collections/blue-side. Product prefix FLX HOME.
The away banner. Shop collection: /collections/red-side. Product prefix FLX AWAY.
Team colour is the one thing every player has an opinion about, and it is the reason a customer might buy the opposing colourway later. Keep collections organised by side so the landing page and the shop always agree.
06 // Brand System
The official palette. Volt is the primary accent — not blue, not red. Blue and red are team colours and should not be used as general UI accents.
#ffb800 for rewards and calls to action, gradienting into Ember #ff5c1a.#29d8ff for links, tech trim and anything Conquest-related.#060913; panels Panel #0d1226 with a #1d2a4a border.07 // Voice & Copy
Short lines. Confident caps on calls to action. Player-first wording — talk about what they do, not what the product is. The wordmark is ◤ FLUX ◢.
| Use | Say | Not |
|---|---|---|
| Primary CTA | PLAY NOW · SQUAD UP | "Learn more", "Discover" |
| Character | Pick your cyberpunk fighter | Choose a pilot / select a ship |
| Objective | Break their core | Defeat the enemy base |
| Competitive | Season 1 · ranked ladder · MMR tiers | Vague "competitive play" |
| Apparel | Rep your side. BLUE SIDE / RED SIDE. | "Shop our collection" |
Class names (tank, brawler, fighter, assassin, marksman, mage, support), champion names and titles from the API, "Break their core", and season / rank language. These tie a garment to something the player actually did.
08 // Catalog
| Prefix | Meaning | Collection |
|---|---|---|
| FLX HOME | Blue Side team kit | /collections/blue-side |
| FLX AWAY | Red Side team kit | /collections/red-side |
| FLX GENESIS | Numbered Season One originals, side-neutral | /collections/genesis-drop |
| FLX V-MONEY | Currency packs, delivered to the game account | Digital |
| Season Two | Slim-fit tees and cargo track pants, both sides | /collections/season-two |
56 champions, each with a fanbase and its own colour pair and core sigil, is the deepest catalog expansion available — and the art direction for it is already defined. Drive it off the API so names and colours are always right.
09 // Art Prompts
Rewritten to canon — cybernetic fighters, Nightgrid palette, no spaceships. Each already carries the house style string.
◤ FLUX ◢ · fluxclash.com · fluxclash.shopShop Bible // downstream of the FLUX Handbook