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Vexius

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Vexius screenshot 1
Vexius Trailer trailerWatch trailer on Steam ↗

Vexius

Taggrin · Published by Taggrin · Official site ↗

3 user reviews — 100% positive (3 reviews) · 16 achievements

Last updated 27 Sept 2026

Roll and dash through a grid-based 2.5D world while overcoming various obstacles and hazards. Feeling creative? Create your own levels with the editor and share them with the world!

DJCTQ lSteam WorkshopFull Controller Support

£3.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £3.99 · Highest: £3.998 Oct 2026

Action, Indie, Casual · 2017 · More under £5 games

In Vexius, roll and dash through a unique grid-based world filled with obstacles. Use the editor to unleash your creativity by crafting custom levels and sharing them worldwide.

About this game

Vexius is a grid-based puzzle platform game where your rotation and position are key. Roll or dash your way through the levels while you overcome various obstacles and hazards. Easy to learn, but can become pretty difficult with the right contraptions. Played through the game or thought of a good trap? Create your own levels with the included editor and share your bizarre creations with the public through the workshop.

Key Features:
  • Grid-based puzzling and platforming with active gameplay
  • Obstacles and hazard to overcome, in various contraptions
  • Create your own levels with the included editor
  • Share your creations through the Steam Workshop

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7
  • Processor: 1.8 Ghz Processor
  • Memory: 512 MB RAM
  • Graphics: GT 630
  • Network: Broadband Internet connection
  • Storage: 200 MB available space

Recommended

Recommended:
  • OS *: Windows 7
  • Processor: 2.4 Ghz Processor
  • Memory: 2048 MB RAM
  • Graphics: GTX 750 Ti
  • Network: Broadband Internet connection
  • Storage: 200 MB available space

Supported Languages

English*, French, German, Bulgarian, Dutch, Norwegian, Swedish
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Patch 2.1.0

    Patch 2.1.0 is now live, which introduces a new object: the gravitron. Touching this device from above or below will send an energy burst through you, causing the gravity and controls to be inverted. Explore levels through a completely new perspective! To accommodate this gameplay change, trapdoors can now be rotated in the editor, which also allows you to use them as one-way pitfalls. This update also improves the aesthetics of the levels by having more decoration variety and randomly merging common building blocks and the background. Changelog Added a new object, the gravitron, which inverts gravity when touched. Gravity inversion has a global cooldown shared through all objects. Touching a gravitron again, or dying, will reset the gravity back to normal. Added an energy effect to the player to show when gravity is inverted. Trapdoors can now be vertically rotated. Trapdoors now have a small arrow indicator to show which rotation they have. Added two more levels to introduce the new gameplay mechanics. Block decorations are now randomly generated instead of using predetermined sets. Added more decorations, each also having different varieties, animations or colors. Blocks may now randomly merge vertically or horizontally to break up the grid pattern. Fixed an issue that would cause the music to restart when too much happened on screen.
    Read full article on Community Announcements (Taggrin)
  • Patch NotesOfficial

    Patch 2.0.6

    Patch 2.0.6 is now live, which fixes some gameplay issues that could occur on devices in the lower end of the spectrum. Please note it's still recommended to play on a compatible device. After a small hiatus I am currently working on a new content patch, so expect more later. As part of this, the game has now been upgraded to use Unreal Engine 5. The gameplay is still the same, but some things are rendered slightly differently than before. Changelog Upgraded the game to use Unreal Engine 5. Bullets no longer phase through buttons without triggering them at extremely low frame rates. Bullets no longer detonate on deflectors at extremely low frame rates. Timers of turrets/spikes won't go off-sync occasionally anymore when you alt+tab out of the game. Some level editor buttons no longer partially overlap when using an ultra wide monitor resolution.
    Read full article on Community Announcements (Taggrin)
  • Patch NotesOfficial

    Patch 2.0.4

    Patch 2.0.4 is now live, fixing a high priority issue causing the trapdoors to behave incorrectly on certain Integrated/AMD GPU's. This meant they would sometimes trigger when not needed and show the incorrect animation/state afterwards. Changelog Trapdoors should now behave correctly on all devices.
    Read full article on Community Announcements (Taggrin)
  • AnnouncementsOfficial

    Vexius 2.0

    Surprise content drop! Vexius version 2.0 is out now! You can more or less say this is a complete remake of the game, which is a free patch for anyone who already owns the game. There's a lot of stuff to be covered, but first I quickly want to mention why this change was made: when I first started this project I was completely new to the industry, so honestly I didn't even know what I was doing for the most part. Hence why the game would be a nightmare to update/maintain. Now with a lot more experience under my belt I wanted to do it more justice. This resulted in me deciding to completely remake the game from scratch during the pandemic using a different engine. Below you will find a list of changes to the game. Basically the game is more streamlined: better performance, smoother gameplay and a more unified art style. Old gameplay elements return, possibly with some changes, while also introducing some new items. Honestly, so many things changed I probably forgot to list a lot of them... play and find out! Due to these changes the old version will not be compatible anymore. For this reason the old achievements will be removed and old workshop entries will be set to invisible. The old version has been moved to the "legacy" branch on Steam, so you can still play that version if you wish so. Changelog The game has completely been remade in a different engine. Users should experience better performance all across the board. Unified the art style and particle effects. The game can now be fully played with a controller, including the level editor. Added haptic feedback (controller vibration). Reworked all default levels with a better progression curve. Default, custom and Steam Workshop levels now all have their own place in the menu. Levels are no longer numbered, but can be named. The game now has a proper loading screen. Added new achievements, old ones have been removed. The level editor no longer checks for 'invalid' object placement: create whatever you want! Openi...
    Read full article on Community Announcements (Taggrin)
  • Patch NotesOfficial

    Patch 1.0.18

    Patch 1.0.18 is now live, bringing some fixes to minor issues and preparing the game for future updates. A lot of back-end stuff has been changed to make the game run smoother on lower end computers and to make it easier to expand content. The next update will introduce new objects which will change gameplay in their own way. More information on this will be revealed later. For the changes of this patch, please check below. Changelog All projectiles now count as hostile, meaning you can be killed by your own bullets (for example when you teleport in front of your own shots). This mechanic will be used more extensively in future updates. The pause menu now scales correctly when using resolutions larger than 1080p. The Steam Workshop browse button now disables itself when the Steam overlay is disabled. The sound engine has been completely reworked. It now offers better quality and more accurate timings. The cannon sound volume has been lowered to make it more pleasant to the ears. Screen fading is now tied to events, making the transition smoother and more accurate on slower computers. The "Sliced" achievement now only unlocks in level 10, as intended. Boxes destroyed by turrets no longer count towards the "Bulldozer" achievement. Doors toggled by turrets no longer count towards the "Open Sesame" achievement. Holocubes toggled by turrets no longer count towards the "Hard Light" achievement. Multiple doors toggled by the same button(s) now only count as one towards the "Open Sesame" achievement. Multiple holocubes toggled by the same switch now only counts as one towards the "Hard Light" achievement.
    Read full article on Community Announcements (Taggrin)

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