
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.
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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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Quite a nice casual puzzle game with interesting mechanics. The store page informs that the levels range "from simple to insufferably difficult" - this is not accurate, but some of the latter levels are sufficiently challenging. Note that some of the early reviews refer to the old version of the game, before the Sep 2025 update. The controls are quite fine now.
EDIT: My review below was from 2024-05; since then the game got an overhaul update in 2025-09. I don't currently have the time or inclination to check it out, but I also don't want to punish a dev with an outdated negative review when they took the time and effort to make their game better in response to criticism. Therefore, I've changed my review from "not recommended" to "recommended", on the assumption that the fixes mentioned in the 2.0 update have successfully addressed my criticisms (e.g. there's supposedly unlimited undo now). > Original review from 2024-05: Lovux is an okay puzzle game that's ultimately let down by some design limitations. Levels: The 108 levels range from very easy to pretty easy, so the difficulty curve is shallow. And there are no level solutions available on the web, so good look if you do happen to get stuck, since level progression is linear and so you can't skip any levels. Finally, the lack of level numbers is bewildering. Game mechanics: The undo is bad. You can only undo once, *immediately* after smashing a tile. Make any other move, and this option disappears. Also, later on, the game introduces perspective puzzles (in level 86). Weirdly, not all subsequent puzzles are perspective puzzles, and there's no in-game indication whether a puzzle is free of perspective stuff. So after the introduction of this mechanic, I had to rotate every new level in all orientations. UI clarity: The glass tiles are arguably less important than the gridlines, teleporters, and rotators, but all of the latter get almost entirely obscured by the glass tiles themselves. Stupid achievements: There's one for waiting 31 min at level 31 (maybe to pad out average gameplay length?), and another for pressing a letter key once in some random level. Not recommended.
[b]Early impressions — ~25 min[/b] [b]Recommended.[/b] Minimal glass-break logic with clean feedback. No tutorial: early boards teach the rule—select an arrow tile and it “fires,” shattering glass along its fixed direction (you don’t choose the direction, that’s the puzzle). Quirky Options (tiny dot with inline icons on the left) but readable. Crisp shatter sound; undo even popped an achievement. New twists (e.g., double-break tiles) are introduced clearly. After several similar boards it can feel a bit samey, but the fast loop is pleasant. Dev recently rebuilt the game from scratch—nice signal of active support; I may revisit later. [b]FR (QC) — Avis[/b] [b]Premières impressions — ~25 min[/b] [b]Recommandé.[/b] Petit puzzle “verre à briser” avec un bon ressenti. Pas de tutoriel : les premiers tableaux montrent la règle—tu sélectionnes une case flèche, elle “part” et casse le verre dans sa direction (on ne choisit pas la direction; c’est là la logique). Menu Options inhabituel (petit point avec icônes à gauche) mais lisible. Son d’éclat satisfaisant; l’undo m’a même donné un succès. Les variations (ex. cases à casser deux fois) arrivent clairement. Après quelques tableaux, légère répétition, mais la boucle rapide reste agréable. Le dev a refait le jeu from scratch récemment—bon signe de suivi; je pourrai y revenir. [b]Vérif FR (qualité de la traduction)[/b] - Langue FR : [b]non disponible[/b] - Verdict : [b]non disponible[/b] EN — Disclosure: key provided; opinions are my own. FR — Divulgation : clé reçue; avis honnête.
2025.9.10 已确认bug是由于游戏不支持双屏造成的,已和开发者进行邮件联系,希望下个补丁能修复。 ------------------------------------------------------------------ 2025.9.9 虚拟机上能正常运行,真机不行,猜测可能是双屏或系统缩放带来的问题 ------------------------------------------------------------------ 2025.9.8 更新后不支持键盘和鼠标了,说支持xbox手柄,但也一样的问题,除了上下左右加右键撤销,啥教程都没有,啥按键都没反应。验证了游戏完整性,重下了一遍,没有用,玩不了一点。
조건에 맞게 모든 유리를 깨부수는 퍼즐. 이런 간단한 퍼즐류의 게임들이 그렇듯, 기본은 지켰다.
A fun little line breaking puzzle game.
Wciągająca gra logiczna z wyjątkową mechaniką, która w wielu innych produkcjach mogłaby być zaledwie poboczną zagadką, a w tym przypadku została rozbudowana o wiele kreatywnych modyfikatorów gwarantujących rosnący poziom trudności, ale i satysfakcji ze znalezienia rozwiązania.
Nice casual little puzzle game, order of action type of variety. It introduces new mechanics every 10 levels and multiple mechanics in the same puzzle are only seen in the later levels. Quite easy in general, but there are about 5 really difficult ones out of 90.
This is a good follow-up to Quadrata, from the same developers. Where their earlier game relied a bit too much on optimal first moves, there's more depth to Lovux. It has enough mechanical variety and spatial possibilities that its puzzles can morph into new permutations. I think there are simply more tools here for Mindlabor's puzzle designers to play with, but they do so with a signature minimalism. It's good to know when to keep it simple and when to ask the player to stretch. I think my only complaint has to do with the "one button" controls: it might have been better to have less clicking, holding, and, and dragging, and more dedicated ways to direct some of the tile movements.
There’s no music blasting, no flashy tutorial telling you what to do. Just a screen full of glass and the soft sound of it breaking when you get it right. And somehow, that silence felt comforting. Like the game trusted me to figure things out on my own. No pressure. No rush. Does get fairly challenging in the later levels but it is definitely a brain teaser.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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