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:
Mixed (13 reviews) - 69% of the 13 user reviews in the last 30 days are positive.
Very Positive (1,108 reviews) - 87% of the 1,108 user reviews for this game are positive.
Release Date: Nov 4, 2014

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Recent updates View all (72)

April 26

Reflex 1.1.1 hot saucy fixes

Hello humans! (and other species so we don't offend)

We've put together a bunch of hotfixes for you. There's more under the hood that accompanies these as usual, but you get the idea..


  • Carnage pickup sound is heard again (now clamped to 4 seconds -- ours is 3.7)
  • cl_playercolorX is now blocked when not in menu
  • cl_player<inventory> cvars are now blocked when not in menu
  • Player name now flood protected
  • Drop in support now preserves existing player states in arena games
  • Fixed issue where in arena1v1, game would end if a playing player left (while there were queued people that could come in next round)

  • Added: MapAutoSave widget! Intervals and backup counts configurable in options
  • Replay editor: now properly stays visible in edit mode
  • Replay editor: can no-longer select spectators in replays
  • Accelmeter: added race mode/training mode only options
  • Proving grounds now includes on/off/both options (so now you can queue for both proving grounds and standard map pools)
14 comments Read more

April 18

Reflex 1.1.0

Hi person(s),

Wen is now.

Here's your log of changed things.


  • Effect optimisation: burst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width
  • Effect optimisation: rocket explosion, redcued number of sparks by 33%, reduced spark lengths,  better spark orientations
  • Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds)
  • Removed ribbon trails off plasma eject cases
  • Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)

  • Modified Jaguar head to reduce clipping
  • Added Plague head
  • Added Bunny Head
  • Added Turtle Head


  • Furnace (dp5) has had an art pass
  • Fixed name for Stage 1 Combat
  • Changed name for Stage 2 Combat to follow the same convention
  • Aerowalk update: now in sync with workshop version for match making (previous clip fixes)

  • Added Announcer - He says things about the match and things you do
  • Greatly improved performance of client-side particle collision
  • Added map editor sun enabled property
  • Added cl_weaponcycle to UI
  • Teleporter meshes now appear in the content browser
  • Fixed post-fix string issue on date formatting
  • Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical
  • Increased max length of addon description
  • Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case)
  • Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs)
  • Added EffectSound.maxLengthAllowed var (had to rev effect file version & recompile them all)
  • Added Sound::getLengthSeconds() function
  • Players no-longer suicided if change to team they're already on (important for master server drop-in on team games)
  • Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore
  • Sounds in these effects are limited to max length of 3 seconds:
    • internal/items/armor/armor_green_pickedup.effecttxt
    • internal/items/armor/armor_red_pickedup.effecttxt
    • internal/items/armor/armor_yellow_pickedup.effecttxt
    • internal/items/health/health_50_pickedup.effecttxt
    • internal/items/health/health_mega_expire.effecttxt
    • internal/items/powerup_protect/powerup_protect_pickedup.effecttxt
    • internal/items/powerup_quad/powerup_quad_pickedup.effecttxt
  • Shotgun low ammo warning is now at 5
  • Added Gamma Slider and r_gamma
  • Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo).
  • Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.)
  • If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted)
  • If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue
  • cl_predict_items now defaults to 0

  • Full MM ladder now shown
  • Added drop in/out for casual modes
  • Match history now can be filtered by player
  • Doubles earns 15 CP, CTF earns 20 CP
  • Losers now receive 20% CP reward
  • added matchhistoryraw/ for importing to your own databases
  • Competitive MM unavailable below level 15
  • Added 'Proving Grounds' playlist - Thread Here

  •  Replay editor now hides with cl_show_hud
  •  TeamHud: fixed an error due to clients disconnecting
  •  Fixed issue where widget selection wasn't being applied properly
  •  Added AccelMeter widget

24 comments Read more

About This Game

Reflex Arena is an old-school arena shooter that updates the dizzying speed and demanding precision of a classic arena FPS with the power of modern gaming technology. If you spent your youth gibbing your friends in Quake III Arena or Unreal Tournament, then Reflex Arena is what you’ve been missing.

Reflex Arena recreates the lightning-fast twitch gameplay of the golden age of first-person arena shooters. It’s the best of both worlds: the speed and precision of a classic 1990s shooter, reborn inside a bleeding-edge 3D engine custom-built for the latest gaming hardware.
In the 21st century, first-person shooters abandoned the brutal purity of Quake III Arena and Unreal Tournament, but indie studio Turbo Pixel decided it was time for a comeback. There are no chest-high walls to take cover behind here, and no profound insights into the horrors of war—Reflex Arena is nothing but fast, competitive, first-person fun.

Just Check Out All these Features!
  • Old-school arena shooter recreated in a gleaming modern game engine, welding 1990s twitch gameplay with all the benefits of modern technology.
  • Smart matchmaking, support for group play, statistics tracking, championship ladders and everything else you need for competitive and social online multiplayer.
  • Personal servers and full LAN support so you and your friends can play the way you want to without lag slowing you down.
  • Classic gameplay modes including free-for-all and team deathmatch, capture the flag and tense one-on-one and two-on-two duels, plus mutators like big head, arena, and instagib.
  • Random item drops let you personalize your character with hundreds of cosmetic upgrades, or trade them with other players using Steam Inventory.
  • Build a custom map right inside the game, solo or multiplayer, then instantly test it in-game and upload it to the cloud for other players to check out.
  • Customize your UI to show you the information you need the most using simple-to-learn Lua scripts, then share your custom UI with other players.
  • Full Steam Workshop integration means you can easily browse and download community-created content.
  • In-game replay editor with a full suite of features allows players to relive their glories and disappointments and taunt their defeated opponents with highlight reels and frag films

New features coming soon!
  • Smart and adaptable AI-controlled bots to keep you on your toes when nobody else is around—use them to hone your skills before plunging into online multiplayer.
  • Competitive seasons will reward players for their skills in online matches by immortalizing them on a season leaderboard and awarding them points to spend in the store.
  • Competitive points earned in online multiplayer match-ups will be redeemable for cosmetic items for personalizing the look of your combatant: character skins, golden weapons, and more.

Turbo Pixel Studios is a small independent development team in Australia formed by industry veterans with decades of game development experience. Drawn together by a common love of the high-speed, high-performance, no-nonsense shooter experiences of their youth, the team came together around their debut project, Reflex Arena. This old-school competitive arena shooter is the epitome of everything the team loves: classic twitch gameplay enriched by two decades of advances in design and technology.

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

What Curators Say

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Customer reviews Learn More
Mixed (13 reviews)
Very Positive (1,108 reviews)
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