
Lovux is a minimalist logic puzzle where the goal is to break all the glasses in the game area by wisely using various glass types and mechanics. The difficulty of the game increases gradually, thanks to new mechanics introduced every 10 levels.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 11 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[i]So you're chasing around a fly and in your world, I'm the idiot. [/i] Lovux - это простая казуальная головоломка, в которой придётся упарываться стеклом. Если говорить про суть - то это вариация пятнашек. Цель состоит в том, чтобы передвинуть стеклянные плитки так, чтобы их можно было разбить. Есть несколько механик - одни плитки двигаются, другие нет, порталы, развороты, поворот камеры и т.д. Сложность ниже средней. На многих уровнях есть несколько вариантов решения, то есть это скорее казуалка. Ближе к концу надо иногда подключать думалку, хотя серьёзный затык у меня вызвал всего один уровень. Дизайн простой и лаконичный. Но непрактичный - под плитками не видно маршрутов, по которым они могут двигаться. Буквально нужно в начале уровня протыкать всё, пытаясь понять какие плитки движутся, какие статичны, есть ли где-то клетки с порталами или поворотами. Время прохождения - 4-6 часов. 108 уровней, идут один за другим, без пропусков. Нет наказаний, "идеальных" решений, ограничений по времени. Можно релаксировать сколько влезет. Есть мгновенный перезапуск уровня и отмена одного хода. Но этого достаточно, часто делать не приходится. А вот медленная анимация разбивания блоков - трата времени. Управление только мышкой. Не самое удобное. Надо свайпать плитки, а чтобы повернуть или переместить плитку в портал - зажать на ней ЛКМ. Есть родное управление с гейпада, но оно ещё хуже. Не могу назвать игру безупречной, недостатки есть. Но играть приятно. Главное - не дойдите до передозировки и не сделайте чересур много кусь.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +91 more
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]PROS:[/b] + 90 cool puzzles + very good visual rework + chill music & sounds + great on the Steam Deck [b]CONS:[/b] - no level menu - profile visibility is restricted for this game [b]Comment:[/b] There are ninety levels with slightly increasing difficulty. With new mechanics being added every ten levels. Overall a nice balance of challenge and fun. Except for a few levels where I took FOREVER to figure them out. Most notable was level 59 which was at least 2.5h of my whole gameplay. The introduction of the magnetic tiles really threw me off around this part. There is a minimalistic UI presented by using symbols. So you have to try them out to see what does what (but hey, you get achievements for doing that). The design is pretty slick and visually clear. But this is actually a visual rework that has been done in 9/2025. And maaan is the game so much better now. You can check out the 'Screenshots' section to see how it used to look like and then get the appreciation for the new design. Though I would have loved a level grid or menu, instead of going one by one. A lot of the older reviews lean on the negatives and I'd say the dev did tackle most of the issues well. I did enjoy my time with it although the start was somewhat boring. But the more elements piled on the more interesting the puzzles became. A good puzzle game, especially worth it on a sale. ------------------------------------------------------------------ [b]If you liked this review you can find more on the [/b][url=http://store.steampowered.com/curator/28638055-Subjective-Reviews-Corner/][u]Curator page[/u][/url][b] or in my [/b][url=http://steamcommunity.com/groups/srcorner][u]Review Corner[/u][/url][b].[/b]
Lovux is a good enough puzzle game if you don't mind some rough edges. The concept is simple: line up arrows with glass and click on the arrows to destroy every glass in that direction. Of course, this gets more complicated over time, with thicker glass, multiple arrows, turn tiles and even some perspective shenanigans. For what it is, I do think Lovux is a bit too long especially later in the game as only few new mechanics get introduced. It's often a bit convoluted to line up the arrows for the perfect solution and the lack of an intelligent undo solution makes it harder: you can only undo the latest move you make, and only directly after clicking an arrow. Moving any other parts makes the undo function inaccessible. From what I have seen, there was not even any undo available when the game launched, so it feels bad that such an incomplete function was patched in without making it work better. To add to this, the game also isn't really hard and often doesn't feel so much like a puzzle game as most levels have multiple solutions. Especially later in the game, it often felt like I was just doing random things in the bigger levels that ended up working out anyway. Still, I did enjoy most of the game and for the cheap price, you can't go wrong if you want to kill a few hours with some light brain teases.
The game felt tedious to get through. It wasn't particularly difficult to find solutions to the puzzles, they just increased in complexity. There were often multiple possible solutions, which is usually an indication of lazy level design. Usually I was just making a couple random moves to break a bunch of tiles and then eventually see a solution. The concept was interesting, but the execution was bland. Maybe with better levels or a more clear progression, this game could have captured my attention more. Not to mention, they chose to put advertisements in the steam achievements. That alone should be a big red flag.
有点像解线团:在一团乱麻中找到关键的线头,再循着线头尝试解开。问题是“线头”不好找,找到了也没有明确的思路,大多数时候要不停尝试。可能是我还没掌握相关技巧;但就我目前的体验来说,这是一个重度依赖回溯的解谜游戏 ,不如同开发者的 Quadrata。
順番の試行錯誤&スライドパズルを混ぜたような、ステージ上のパネルを全て壊すゲーム。 序盤は順番が合っていればクリアできますが、後半はスライドパズルの要素が強いように感じました。 壊れる音が気持ちよく、それなりに考えさせられますが詰むことはなく、丁度良い難易度です。 ゲーム自体は2-3時間のボリューム、全実績解除まで目指すともう少しかかります。
I was enjoying the puzzles in this game, they had the right amount of difficulty and more content thant I was hopping for, new mechanics are simply introduced then thrown into the mix of stuff you need to asses to solves each puzzle. Sure, the interface wasn't the best, only one undo, bad level selection, but the core of each mechanic was good. Key word WAS. For the last mechanics, It went to the third dimmension, [i]à la Fez[/i], meaning the perspective is flattening and what you see is what you get. And it's bad, [b] very bad, [/b]because there is no [b]freaking [/b] logic to this, it's confusing and the control are a mess. Really whished the dev didn't went there. The would have been way better had it not been for that mechanic. 5/10 I guess.
难度设计之精妙比肩纪念碑谷。
Замечательная головоломка! Смесь Scalak, которую я перепроходил множество раз, и, одновременно, на Art of Gravity. Классная и затягивающая!
cool game
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