
Screenshots

Watch trailer on Steam ↗InFlux Redux
Impromptu Games · Published by Impromptu Games · Official site ↗
Very Positive — 97% positive (93 reviews) · 9 achievements
Last updated 27 Sept 2026
InFlux Redux is a high-def remake of the 2013 ball-rolling puzzler InFlux, built on a new engine with improved graphics and physics. Roll through a series of beautiful environments filled with elaborate, mind-bending puzzle structures.
£16.75
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Price history
Adventure, Indie, Casual · 2024 · More £15 - £30 games
Navigate intricate environments and solve mind-bending challenges in InFlux Redux. This 2024 indie adventure by Impromptu Games brings the 2013 classic to life with improved graphics and physics.
About this game
InFlux Redux is a high-def remake of the 2013 ball-rolling puzzler InFlux, built on a brand new engine with completely overhauled graphics, physics and game code.
InFlux is a puzzle game that mixes exploration and platforming in a series of beautiful natural and abstract environments. You are a mysterious metal sphere which falls from the sky, traversing an apparently deserted island dotted with cubic structures of glass and steel. Each glasshouse is a puzzle to be solved. Redux is the same game, except better in every way, having been rewritten from scratch in Unreal Engine 5.
Roll your way through a series of beautiful and varied naturalistic environments
Solve a sequence of mind-bending cubic puzzle structures
Forge an alliance with a majestic and enigmatic humpback whale
Enjoy an extensive original soundtrack by composer Jonathan Yandel
We took so long to make this that it is technically a remaster of a remaster of a remaster
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64 Bit
- Processor: Intel i5-8400 | AMD Ryzen 5 2600
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 1070 | AMD RX 5700 | Intel Arc A580
- DirectX: Version 12
- Storage: 6 GB available space
- Additional Notes: SSD recommended
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64 Bit
- Processor: Intel i7-10700K | AMD Ryzen 5 5600X
- Memory: 16 GB RAM
- Graphics: Nvidia RTX 3080 | AMD RX 6800 XT | Intel Arc A770
- DirectX: Version 11
- Storage: 5 GB available space
- Additional Notes: SSD recommended
Supported Languages
Latest news
AnnouncementsOfficial
InFlux Redux is now Verified for Steam Deck
InFlux Redux got an update recently that enabled it to pass the tests that a game requires to be Verified for the Steam Deck. Now you can play it in a hammock, which is the intended experience. {STEAM_CLAN_IMAGE}/36407562/b15a9a574213e8c9c8db7309605a16fdfc56714d.pngRead full article on Community Announcements (joewint)Patch NotesOfficial
Update notes for March 23
Here's an incomplete list of changes in no particular order: -Fixed getting no shadows at all (instead of just worse shadows) on Low and Medium -Fixed an issue in the second section of Caves where you could reliably fall through the floor on a patch of ground near the air vent you're supposed to put the boulder into -Fixed an issue where you could spawn inside the ground in the very last level -Increased physics substepping to hopefully improve physics stability in low-fps situations -Fixed an issue where on ultrawide displays and with the FOV set high, the sky would appear black near the edges of the screen -Fixed a cosmetic issue where the ball appeared to end up on top of the orange balls and boulders when you were right up against them (didn't affect physics, but sure was weird) -Build now identifies the Steam Deck and sets specific graphics settings for it (I get 30FPS with these defaults - 60 in puzzles) -All input from all gamepads should now be routed to player 1, allowing you to use an external controller with the Deck without losing the ability to also control the game with the deck itself -Fixed some weirdness here and there in the maps (floating objects, etc) -Changed menus to have larger text, mainly so they'd be more legible on Steam Deck I have been bad about writing down what I've done so there are other things in here. Thanks for playing InFlux and Redux, folks!Read full article on Community Announcements (joewint)AnnouncementsOfficial
InFlux/Redux comparison/dev thoughts video
https://www.youtube.com/watch?v=9_N2muWwuo0 The remake of InFlux is out, it's called InFlux Redux! Here's me opening the editors for both projects side-by-side and saying whatever it occurs to me to say about the development process(es). Get set for 50 whole minutes of unrehearsed off-the-top-of-my-head probably-boring developer talk!Read full article on Community Announcements (joewint)AnnouncementsOfficial
InFlux Redux released!
Hello InFlux enjoyers! There's a remaster out! It's over here: https://store.steampowered.com/app/867150/InFlux_Redux/ Some years back I started making a remaster of InFlux on UE4 in my spare time. I just thought it would be a nice straightforward thing to do to keep InFlux playable and supportable into the future by moving it to a better engine, and I wasn't wrong, but I didn't consider how long it would take me to do it while also working. Now it's on UE5, and it's done, and you can play it. It's the same game, but with way better graphics and way less jank, having been remade basically from scratch in a new engine, sharing zero code with the original. Initially, I had planned to do a relatively straightforward remaster, where the game would look, feel and perform a lot better just by being in UE4, but the art itself would be the same. Since I was only ever working on Redux in snatches of spare time and had to rewrite and redo everything, this took a couple years. I had that version of the game ready to ship, with a trailer and everything, but got distracted, and coming back a year later, thought "this isn't remastered enough". I spent another couple years remastering it better, with nicer shaders, a more detailed world, etc, and had that ready to go, but got distracted again. Coming back a year later, I thought "this isn't remastered enough" and reworked most of the assets with higher polycounts, re-lit everything, added new photogrammetry-based assets, and had something really nice looking, and got distracted. By the time I came back to it again, UE5 was solid, so I reworked things again to take advantage of Nanite, Nanite tessellation, Lumen, virtual shadowmaps, and other new tech. So it's a remaster of a remaster of a remaster at this point. The content is mostly the same, but there are some new things: some streamlined level designs and additional traversal puzzles in the overworld, some added interactions to give you more to do there than roll around, and a ...Read full article on Community Announcements (joewint)






