Reflex is a competitive Arena FPS that combines modern tech with the speed, precision and freedom of a 90s shooter. If you sunk countless hours into the Quake or Unreal series, Reflex will feel like a welcome return of the old school shooter feel.
User reviews:
Very Positive (43 reviews) - 86% of the 43 user reviews in the last 30 days are positive.
Very Positive (1,030 reviews) - 88% of the 1,030 user reviews for this game are positive.
Release Date: Nov 4, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early access allows us to work with the community while we are developing the game. It allows players to begin making maps, host their own competitions and make frag films while assisting with development costs.”

Approximately how long will this game be in Early Access?

“Reflex will remain in early access as long as it takes to bring the game up to the standard both we and the community expect.”

How is the full version planned to differ from the Early Access version?

“We will be actively updating the early access version right up until the full version ships.”

What is the current state of the Early Access version?

“The current version is in Alpha. The game is fully playable in multiplayer with FFA/Duel/TDM/Race and CTF gamemodes, along with a bunch of mutators like Arena/Instagib/Big Head/Low Grav to enjoy as well.

It has a multiplayer map editor, replay editor, full character customization, stats, training and workshop support for all maps and addons. The next few things on the list are matchmaking and bots.”

Will the game be priced differently during and after Early Access?

“We haven't decided on any future price changes to Reflex but once you own the game, you own it forever. There will be no additional costs when the game is final and no maps or modes will ever be locked behind a paywall.”

How are you planning on involving the Community in your development process?

“We'll be listening to all feedback given by the community to tweak gameplay, add features, and squash bugs. We'll be involving the community in the map development process, we'll be prioritising features based on community demand.”
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Recent updates View all (62)

January 12

Reflex 0.48.1 - Immediate fixes + Gameplay balance adjustments

Today's point release contains a couple immediate bug fixes as well as a big cleanup on game balance settings. 

Note: Very aware of the issue where MMR is not being awarded correctly after some Matchmaking games, we are looking in to this.

Generic Fixes:

  • Fixed crash bug on launch when using Steam Client Beta
  • Added option to hide MM servers from server browser
  • Added option to hide locked server from server browser
  • CTF is now 4v4
  • Fixed timelimit on doubles to be 10/15mins (casual/competitive)
  • Massive gameplay cleanup, experimental/casual/competitive now have consistent knockback/damages etc

Ironguard fixes:
  • YA pipes now angled to jump up
  • +5h pickups in duct no longer floating
  • Fixed collision near mega floor
  • Fixed collision in doorframe at carnage


We've done a big cleanup pass on game balance. Competitive/Casual are the core rulesets we have as they are the rulesets used on matchmaking. All experimental settings (with slightly modification) have been pulled into casual/competitive (see full list below). There are a lot of changes including splash, timelimits, weapon respawns and weapon damage / knockback.

Splash knockback:
We've pulled our recent splash changes from experimental into competitive/casual. The differences you'll see in competitive/casual (from before) are: The splash should now be more linear based on distance from impact. The knock-up is also fixed.

Matchmaking changes:
CTF is now 4v4
Doubles now correctly uses 2v2 gamemode (will have lower timelimit)

Time limits:
mode: casual / competitive
ffa: 5 / 10
1v1: 5 / 10
2v2: 10 / 15
tdm: 10 / 20
ctf: 10/ 20

Power-up drop:
OFF in 2v2 + TDM only

Weapon respawn time:
20 seconds in 2v2/TDM, 10 seconds in all other modes.

Armor & mega pickup sounds:
We've increased the distance armor & mega sounds can be heard from 1340 -> 2200 units.

burstgun_ammopickupammo 5 (was 10 in competitive)
burstgun_lowammo 5 (was 10 in competitive)
burstgun_maxammo 30 (was 40 in competitive)
burstgun_startammo 20 (was 40 in competitive)

shotgun_reload 950 (was 1000 in competitive)
shotgun_ammopickupammo 5 (was 10 in competitive)
shotgun_pellet_knockmult 1.6 (was 2 in competitive)
shotgun_pellet_knockmult_airbourne 1.4 (was 1.25 in competitive)
shotgun_pellet_trace_radius_entities 0.5 (was 0 in competitive)

grenade_trace_radius_world 1.0 (was 0.5 in competitive, 0 in experimental)
grenade_trace_radius_entities 0.25 (was 0.5 in competitive, was 0 in experimental)

plasmarifle_lowammo 30 (was 40 in competitive)
plasmarifle_maxammo 120 (was 200 in competitive, 150 in experimental)
plasmarifle_weaponpickupammo 75 (was 60 in competitive, was 75 in experimental)
plasmarifle_ammopickupammo 30 (was 50 in competitive)
cell_knockmult 0.85 (was 0.428 in competitive, 0.425 in experimental)
cell_knockmult_self 2.0 (was 2.22 in competitive, 2.0 in experimental)
cell_knockmult_airbourne 1.0 (was 2.14 in competitive, 1.0 in experimental)

Rocket Launcher
rocketlauncher_maxammo 25 (was 30 in competitive)
rocket_damage_splashmult 0.85 (was 1.0 in competitive, 0.85 in experimental)
(this means a direct rocket does 100 damage, if you JUST miss the max splash damage you can do is 85)
rocket_explosion_radius 116 (was 112 in competitive, 112 in experimental)
rocket_knockmult 0.85 (was 1.0 in competitive, 1.0 in experimental)
rocket_knockmult_airbourne 1.0 (was 1.5 in competitive, 1 in experimental)
rocket_trace_radius_world 0.25 (was 0 in competitive, 1 in experimental)
rocket_trace_radius_entities 1 (was 0 in competitive, 1 in experimental)

Ion Cannon
hum is now enabled (was off in competitive, on in experimental)
hum far atten changed from 1340 -> 1250 (travels less distance)
hum 3d volume changed from .7 -> .6
hum 2d volume changed from .7 -> .2
beam_knockmult 1.4 (was 1.8 in competitive, 1.7 in experimental)
beam_knockmult_airbourne 1.6 (was 1.3 in competitive, 1.7 in experimental)
beam_trace_radius_entities 0.5 (was 0 in competitive, 0.5 in experimental)
ioncannon_reload 46 (was 44 in competitive, 46 in experimental)
ioncannon_lowammo 30 (was 60 in competitive)
ioncannon_maxammo 150 (was 200 in competitive)

Bolt Rifle
bolt far atten changed from 1340 -> 1250 (travels less distance)
bolt 3d volume changed from .8 -> .6
bolt 2d volume changed from .8 -> .2
boltrifle_weaponpickupammo 5 (was 10 in competitive)


As always, open to _constructive_ feedback. Let's be nice to each other lads <3

Have a great weekend!

8 comments Read more

January 11

Reflex 0.48.0 - Matchmaking

Today we're releasing Matchmaking, our new 2v2 Ironguard from our previous competition, and many other small fixes!



So how does it work?

Under "PLAY" in the menu, you will see "Quick Play" which is the new Matchmaking, "Find Match" which is the server browsers, and "Create Match" which is the old Start Server.

Under Quick Play you can select all the "playlists" you want to queue for, and hit start.

At this point, you're put in a lobby server, here you can run around / practise etc while your worked through the queue. If you leave the lobby, you will be removed from the matchmaking queue.

Once a match is made, the players for your game will be sent off to another server to play your match. After this match that server will turn into a lobby server at which point you'll be automatically re-queued to matchmaking.


Is it ranked?

Competitive modes are ranked. After your first 10 placement matches you'll be able to see which division you have achieved. We also display a progress but which shows your progress through the division.

At the end of a match you'll see your division progress change due to the match results.

Casual modes are internally ranked, but the user is presented with XP, as the focus is on fun + gaining XP.


What ranks are there?

There are 7 ranks to work through:

  • Bronze
  • Silver
  • Gold
  • Platinum
  • Diamond
  • Overlord
  • Prime Overlord

Where are the servers hosted?

We'd like to pass a huge thanks to Linden from Swiftnode, who is our official server host. We have servers hosted throughout US, EU, AU, Russia and Japan. We'll be watching server load and adjusted server numbers as required. If you select "Region" in the "Quick Play" screen you can see your ping to each region. If there's demand for another region please reply and if it's popular enough we'll look at adding servers there.


Further Notes:

We don't have the resources to test matchmaking on a larger scale, so please be patient if it's a bit bumpy over the new few days/weeks as we tweak the system as players start to use it.

The playlists are not set in stone. We're interested to see which ones are popular, and open to any changes / suggestions people have on improving them / adding new ones. Update: I'll put a post together later day listing all playlists & map pool selection


Iron Guard:

Iron Guard our recent 2v2 competition winning map has been release with an art pass. We've added several new supporting art meshes which now can be used in your own maps.


Bridge Tool:

The bridge tool is a new map editor tool, this allows you to more easily create smooth geometry with brushes.
  • In editor, hold shift to select a face, push "B" to start
  • now go to another face and you'll see the wire-frame outline of brushes to be generated
  • you can use mousewheel to decrease/increase tessellation
  • when you click, the brushes are created.

New Cosmetics:
  • Stun baton
  • Spartan head
  • Supporter pipe
  • Supporter cleaver

Mapping changes:
  • Added authorString to worldspawn. This allows users to set a custom author string to support multiple authors.
  • The mode1v1, modeCTF etc properties in worldspawn now all default to off, you need to set these up properly next time you publish! Hopefully this will help cleanup the workshop somewhat.

Server Improvements:
  • Added ip cvar for multi-home support (use +ip as command line parameter)
  • Implemented rcon support following Source RCON protocol
  • Added sv_mode, sv_mutators, sv_ruleset to allow you to instantly change without callvote
  • Added sv_allowcallvote

Gameplay improvements:
  • Added forfeit option
  • Added 2v2 gamemode
  • Team damage now off in casual ruleset
  • Casual CTF time limit reduces to 10 mins (from 15)
  • Casual arena score limits reduced (atdm 8->5, affa 8->5, a1v1 12->5)

Bug Fixes:
  • Server STDIN now reads from console input rather than STDIN. This fixes issue where if STDIN is re-directed, we would end up spinning eating CPU usage.
  • Fixed bug in callvote shuffle where it would pull too many players over
  • Fixed issue where "Spectors", "Players", "Editors" etc titles would receive incorrect colours in scoreboard
  • Optimisation/fix: widget list only sent to when it changes (rather than every frame)
  • Server countdown won't start if server is still downloading from workshop (previously you could hear it on load screen)

28 comments Read more
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About This Game

Reflex is a competitive Arena FPS that combines modern tech with the speed, precision and freedom of a 90s shooter. If you sunk countless hours into the Quake or Unreal series, Reflex will feel like a welcome return of the old school shooter feel. If you didn't experience classic arena FPS gameplay, you should immediately reclaim all those unwasted years by being part of Reflex!

The game is currently at a alpha state. We don't have all the modes, most of the art is missing and we've yet to implement features like matchmaking and bots but we are making major updates to the game every month.

For now, it's fun, we've got hundreds user created maps, regular competitions and streams. Get involved!

Current Features

  • Old School Gameplay - A return to fast paced, arcade FPS!
  • Game modes - 1v1, Arena, Race, Team Deathmatch, Capture The Flag and FFA
  • In-game, multiplayer map editor - Build maps with friends then smear those friends across the walls.
  • In-game replay editor - Easily create frag films and highlights.
  • Scriptable UI - Completely customizable HUD via Lua scripts.
  • Drop System - NO pay to win, all items are cosmetic only and are available in shops or as drops.
  • LAN support - Grab your computer, your friends and a case of something caffeinated and enjoy the lowest pings possible through a tangled mess of CAT cable.
  • Dedicated Servers - Run your own servers, with your own settings. Just one of our completely obvious features that should be in every game but for some reason isn't anymore!
  • Responsive input - Input sampled 1000 times a second to provide an ultra smooth experience. If you miss, it's your fault, not ours.
  • High Performance - Reflex uses a custom built engine targeting 120fps (and we don't cap framerates so melt your GPU if you want)

Planned Features

  • More game modes - Control, Juggernaut, Midair, Instagib + more.
  • Matchmaking - Quickly find games of any type or simply jump on a server with friends.
  • Advanced spectator features - Multiview, on-screen live statistics, spectator vs spectator.
  • Statistics - Wins:Losses, per-weapon accuracy, kill/death ratio, player comparisons, item control, attractive bar graphs.
  • Steamworks - Friends, achievements, player invites + more.
  • Training and coaching - In game, step-by-step breakdowns with key-presses and timings.
  • and more!

System Requirements

    • OS: Windows 7
    • Processor: Intel® Core™ i5 Processor
    • Memory: 1 GB RAM
    • Graphics: NVIDIA 500-series or equivalent (1GB VRAM)
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible sound card
    • OS: Windows 7 or higher
    • Processor: Intel® Core™ i7 Processor
    • Memory: 2 GB RAM
    • Graphics: GeForce GTX 770
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Sound Card: DirectX compatible sound card
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Very Positive (43 reviews)
Very Positive (1,030 reviews)
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