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GameFlow

github.com

Free plan Open source WebWindowsmacOSLinuxSelf-hosted

What it is

GameFlow is free, cross-platform gamepad tooling that routes gamepad, keyboard, mouse, or phone input through saved profiles to virtual-controller output. Mapping options include autofire, remapping, shift layers, SOCD cleaning, stick trim, gyro aiming, touchpad mapping, button combos, and freeze macros. Custom control logic can be written in sandboxed Lua through MoonSharp. Profiles are editable JSON documents that users can create, duplicate, rename, import, and export. A phone browser on the same local network can act as a controller without an installed app, with support for up to 16 phones. GameFlow can generate a transparent controller-overlay URL for an OBS Browser source, and its motion server exposes DSU/Cemuhook over UDP for Cemu, Dolphin, Yuzu, and Ryujinx. The application requires .NET SDK 10.0 or later and uses SDL3 for gamepad and joystick input on Windows, Linux, and macOS. Windows virtual output uses HIDMaestro in user mode; Linux and macOS virtual gamepad output are not built yet.

Spec sheet

What it does
GameFlow transforms gamepad, keyboard, mouse or phone input through saved profiles into virtual-controller output.Read 15 Oct 2026 · github.com
Purpose
GameFlow is cross-platform gamepad tooling that transforms gamepad, keyboard, mouse or phone input through saved profiles into virtual-controller output.Read 30 Sep 2026 · github.com
Audience
The project describes itself as cross-platform gamepad tooling for anyone.Read 30 Sep 2026 · github.com
License
The repository is marked MIT licensed.Read 15 Oct 2026 · github.com
API and SDK
No public GameFlow API or SDK is documented; the project documents an internal HTTP/WebSocket phone protocol and DSU server instead.Read 15 Oct 2026 · github.com
Autofire
Button and stick autofire uses hysteresis to reduce threshold jitter.Read 15 Oct 2026 · github.com
Calibration
Calibration detects button, D-pad, stick and trigger mappings for devices whose reported layout is wrong.Read 15 Oct 2026 · github.com
Device tuning
Per-slot and per-device settings include deadzone, anti-deadzone, sensitivity, curves, inversion, rumble, lighting and adaptive triggers.Read 15 Oct 2026 · github.com
Documentation depth
The repository includes a 365-line wiki covering concepts, mappings, platform interop, phone protocol, overlays, themes, troubleshooting and contribution guidance.Read 15 Oct 2026 · github.com
Gyro aiming
Gyro aiming supports local, player and world frames, smoothing, drift calibration and stick or mouse output.Read 15 Oct 2026 · github.com
HIDMaestro capabilities
HIDMaestro claims 336 device profiles, support across DirectInput, XInput, SDL3, browser, WGI and RawInput, and approximately 35 microseconds measured latency.Read 15 Oct 2026 · hidmaestro.org
HIDMaestro licensing
HIDMaestro states that its SDK and driver are MIT licensed and allow commercial use.Read 15 Oct 2026 · hidmaestro.org
HIDMaestro prerequisites
HIDMaestro documents Windows 10/11 x64 or Windows 11 ARM64, .NET 10 and administrator privileges for virtual-device creation.Read 15 Oct 2026 · hidmaestro.org
HIDMaestro SDK
HIDMaestro describes itself as a C# SDK paired with a user-mode driver for virtual controllers.Read 15 Oct 2026 · hidmaestro.org
Installation
The documented install path is cloning the repository, running dotnet build and launching the GameFlow.App project.Read 15 Oct 2026 · github.com
Known macOS validation issue
The macOS input path was written against documented APIs but had not been exercised on real Mac hardware during development.Read 15 Oct 2026 · github.com
Known theme issue
Several bundled controller themes have imperfect button and stick placement because authoritative layout coordinates were unavailable.Read 15 Oct 2026 · github.com
Known USB Sony limitation
Battery, motion and touch data cannot pass through USB Sony output profiles; the release notes recommend a Bluetooth Sony profile when those data are needed.Read 15 Oct 2026 · github.com
Linux output limit
Linux has real mouse output but virtual gamepad output is not implemented and falls back to preview.Read 15 Oct 2026 · github.com
Lua scripting
Controls can run sandboxed Lua scripts through MoonSharp.Read 15 Oct 2026 · github.com
macOS output limit
macOS has real mouse output but virtual gamepad output is not implemented and falls back to preview.Read 15 Oct 2026 · github.com
Macros
Button combos create timed virtual presses and freeze macros capture a stick vector when a button rises.Read 15 Oct 2026 · github.com
Maker GitHub identity
The repository owner profile identifies the maker as Proxy Darkness using the handle Prooxie and shows three public repositories.Read 15 Oct 2026 · github.com
Mapping
Features include autofire, button remapping, shift layers, SOCD cleaning, stick trim, multi-source rows, gyro aiming, touchpad mapping, button combos and freeze macros.Read 30 Sep 2026 · github.com
Motion integration
The DSU/Cemuhook UDP server defaults to port 26760 and supports Cemu, Dolphin, Yuzu and Ryujinx.Read 15 Oct 2026 · github.com
Multi-source mapping
Inputs can be combined with six aggregation modes or formulas compiled by a dependency-free expression engine.Read 15 Oct 2026 · github.com
Multiple controllers
Each slot is an independent input, profile and output pipeline, allowing several virtual controllers at once.Read 15 Oct 2026 · github.com
OBS integration
GameFlow serves a transparent controller overlay URL for OBS Browser sources and streams frames at 60 Hz.Read 15 Oct 2026 · github.com
Phone controller
A phone browser on the same LAN can provide sticks, D-pad, triggers, motion and optional rumble without installing an app, with up to 16 phones.Read 15 Oct 2026 · github.com
Physical-device limitation
GameFlow does not hide physical controllers from games and has no HidHide integration.Read 15 Oct 2026 · github.com
Platform requirements
The application requires .NET SDK 10.0 or later and uses SDL3 for gamepad and joystick input on Windows, Linux and macOS.Read 30 Sep 2026 · github.com
Profiles
Profiles are human-editable JSON documents that can be created, duplicated, renamed, imported and exported.Read 15 Oct 2026 · github.com
Rating on G2
The opened G2 page is for GameFlow.ai and says there are not enough reviews to provide buying insight; it is not a listing for Prooxie GameFlow.Read 15 Oct 2026 · g2.com
Release news
The v1.0.0 release announced the first beta on 8 July and described it as free, open source, multilingual and multiplatform.Read 15 Oct 2026 · github.com
Remapping
Button remapping can suppress the source and toggle other rules while running.Read 15 Oct 2026 · github.com
Requirements
The build requires .NET SDK 10.0 or later, Git and an SDL3 native library for the target operating system.Read 15 Oct 2026 · github.com
Scripting
Custom control logic uses sandboxed Lua through MoonSharp.Read 30 Sep 2026 · raw.githubusercontent.com
Security and licensing
GameFlow is MIT licensed, and the license states that the software is provided as-is without warranties.Read 30 Sep 2026 · github.com
Security statement
The release notes describe the beta as free and open source and link to a VirusTotal scan, but no formal security or compliance program is stated.Read 15 Oct 2026 · github.com
Shift layers
Shift layers provide six activation modes, long-press activation and idle cancellation.Read 15 Oct 2026 · github.com
SOCD cleaning
Opposite-direction pairs can resolve using last-wins, first-wins or neutral behavior.Read 15 Oct 2026 · github.com
Support and contribution
The project invites contributions through forks, focused commits and pull requests.Read 30 Sep 2026 · github.com
Touchpad mapping
Touch surfaces can act as virtual sticks, eight-way D-pads or frame-to-frame mice.Read 15 Oct 2026 · github.com
Virtual output
Windows virtual-controller output uses HIDMaestro in user mode without a kernel driver or reboot; Linux and macOS virtual gamepad output are not built yet.Read 30 Sep 2026 · github.com
Windows output
Windows virtual-controller output uses HIDMaestro and does not require a kernel driver or reboot.Read 15 Oct 2026 · github.com

Plans and prices

Free Free free · open source · beta · Windows, Linux and macOS archives Read 15 Oct 2026 · github.com

Every GameFlow plan and price →

Strong points and limits

Strong points

  • Free and MIT licensed.
  • Profiles can be edited, imported, and exported.
  • Phone browsers can act as controllers on the same LAN.
  • Custom logic uses sandboxed Lua.
  • Windows virtual output uses HIDMaestro without a kernel driver.

Limits

  • Requires .NET SDK 10.0 or later.
  • Linux and macOS virtual gamepad output is not built yet.
  • Does not hide physical controllers from games.
  • No HidHide-equivalent integration.

Who it suits

GameFlow may suit people who want configurable gamepad or keyboard-and-mouse mappings, including phone-based controller input. It also offers profile files and integrations for motion input and OBS overlays.

GameFlow in depth

Read the full write-up

GameFlow is a free, open-source input mapper for players who want more than basic button reassignment, particularly on Windows. Its profiles and broad mapping toolkit are compelling, but Linux and macOS users should not choose it for virtual gamepad output.

Overview

GameFlow routes input from gamepads, joysticks, keyboards, mice, and phone browsers through saved profiles to virtual-controller output. It combines detailed control customization with profile management, making it a fit for players who maintain different setups or want to combine several input sources. Its cross-platform reach has a meaningful limit: virtual output is built for Windows, not Linux or macOS.

Key features

Mapping and profiles

The mapping options cover button remapping, autofire, shift layers, SOCD cleaning, stick trim, multi-source rows, gyro aiming, touchpad mapping, button combinations, and freeze macros. That range suits people who need specialized controls; it is more machinery than a user seeking only a simple button swap may need. For custom control logic, sandboxed Lua scripting runs through MoonSharp.

Profiles are human-editable JSON documents. Users can create, duplicate, rename, import, and export them, which makes it practical to keep separate configurations and adjust them directly.

Phone, motion, and OBS

A phone browser on the same local network can work as a controller without an app installation, and GameFlow supports up to 16 phones. Its motion server exposes DSU/Cemuhook over UDP for Cemu, Dolphin, Yuzu, and Ryujinx, with protocol support for four pads. GameFlow can also generate a transparent controller-overlay URL for an OBS Browser source. These integrations make it useful beyond conventional desktop gamepad remapping, though the motion protocol's four-pad support is a specific ceiling.

Pricing

The Free plan costs nothing. It is open source and in beta, with archives for Windows, Linux, and macOS. There is no paid tier in the stated plan; the trade-off is that platform availability does not mean every platform has virtual-controller output.

Platforms

GameFlow supports Linux, macOS, web, and Windows. The application requires.NET SDK 10.0 or later and uses SDL3 for gamepad and joystick input on Windows, Linux, and macOS. Windows virtual-controller output uses HIDMaestro in user mode, without a kernel driver or reboot. Linux and macOS virtual gamepad output is not built yet, so users on those systems should not treat the broad platform list as equivalent output support.

Another practical limitation applies across platforms: GameFlow does not hide physical controllers from games and has no HidHide or equivalent integration. If a game needs the physical device hidden to avoid duplicate inputs, this is not the right fit.

Who it's for

GameFlow is best suited to players who want extensive remapping, layered controls, scripting, or phone and motion input, and who can use Windows for virtual-controller output. Its MIT license permits use and contribution, but the software is provided as-is without warranties. The project invites contributions through forks, focused commits, and pull requests.

It is a poor match for Linux or macOS users who need virtual gamepad output now, or for players whose setup depends on concealing physical controllers from a game.

Pros and cons

Pros: A wide range of mapping tools, including layers, gyro aiming, combos, and macros, serves more involved control setups than basic remapping.

Pros: Editable, importable, and exportable JSON profiles support managing distinct configurations.

Pros: Phone-browser control, DSU/Cemuhook motion support, and an OBS overlay URL broaden its uses beyond ordinary mapping.

Cons: Virtual gamepad output is Windows-only for now, limiting the value of its cross-platform input support for Linux and macOS users.

Cons: Without physical-controller hiding or HidHide integration, some games may receive both physical and virtual controller input.

Cons: The project is in beta and licensed as-is without warranties.

Alternatives

LEA Extended Input is another free option, with free clients and server and support for Android, iOS, and Windows; consider it when that platform mix better suits your setup.

Monect PC Remote Play has free core PC remote-control features across Android, iOS, macOS, web, and Windows. Its premium plan is described as ad-free with higher feature limits, at a price not listed; choose it when PC remote control is the priority.

reWASD is a paid Windows option with a free trial. Its Basic and Advanced plans are each shown at $14.99 a month and $39.99 a month respectively, billed as one-time fees for lifetime access on one PC; consider it if a paid Windows tool better fits your needs.

AntiMicroX is a free GPL v3 desktop application for Linux and Windows. It is an alternative to consider if those platforms matter more than GameFlow's broader mapping and integration set.

ControllerBuddy is free and open source under GNU GPL v3.0 for Linux and Windows.

JoyToKey is a Windows option with a free trial; its license key is $7.50 a month, with continued usage after the trial period. Consider it if you want a Windows-only alternative.

OmniControl offers a Windows free plan for controller reading, mapping, and tuning with no time limit or account required. Its Insider plan is $9.99 a month and renews monthly until canceled; it is worth considering for Windows users focused on those functions.

Steam Input is a free alternative for Linux, macOS, and Windows.

For more options, see Game Controller Mapper Software.

Verdict

Choose GameFlow if you want a free, open-source mapper with extensive profile controls and can rely on Windows for virtual output. Look elsewhere if you need virtual gamepad output on Linux or macOS, or need to hide physical controllers from games.

Verdict

GameFlow provides extensive input mapping and profile controls at no cost. Check the virtual-output limits for your operating system before choosing it.

Where Specifiction places it

Alternatives to GameFlowAll alternatives →