Fluxgrid is the fastest way to connect an ESP32 to the cloud. Flash a ten-line sketch, drag widgets onto a canvas, and watch your devices go live — then publish the dashboard with a single link.



Complex inside — WiFi, MQTT, TLS, auto-reconnect and online/offline presence. Simple outside: a complete device is about ten lines of Arduino.
#define WIFI_SSID "my-wifi" #define WIFI_PASS "my-pass" #define FG_TOKEN "DEVICE_TOKEN" // one per device #include <Fluxgrid.h> void setup() { Fluxgrid.begin(); // WiFi + cloud, TLS built in } void loop() { Fluxgrid.run(); Fluxgrid.write("temp", readTemp()); // push a reading digitalWrite(2, Fluxgrid.read("relay").asBool()); }
write("temp", …) updates any Gauge, Value or Chart bound to that datastream — live, the moment it changes.
Drop a Switch or Slider on the canvas and read it back on the device with read("relay").
Devices report online/offline on their own via MQTT last-will and a heartbeat — widgets grey out the instant a board drops.
No backend to stand up, no broker to configure. Flash, define, drop — your dashboard is streaming.

Add a device on the dashboard and paste its one-string token into the sketch. Each device gets its own secure MQTT credentials.
Drag gauges, charts, switches, maps and instruments onto the canvas. Each widget creates the datastream your sketch writes to.
Publish to a public link or embed it in your own site — live data, no login required for viewers.
These are real Fluxgrid widgets running on synthetic data. Switch a category — or just watch them move.
Read live telemetry — dials, charts, levels and numbers that move the moment a value changes.
Fluxgrid scales from a weekend project to fleets in production — same widgets, same ten-line library.
Wire up a relay, a sensor, an LED — and check or control them from anywhere, no hub or subscription.
The same dashboard you design on desktop reflows into a clean mobile view — no second app, no extra layout work.


Spin up your first live panel in minutes. Bring any ESP32 — Fluxgrid handles the transport, storage and rendering.