AntiMicroX vs GameFlow
AntiMicroX
github.comGameFlow
github.comSide by side
| Figure | AntiMicroX | GameFlow |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | — | — |
| Open source | — | Yes |
| Web | — | Yes |
| Windows | Yes | Yes |
| macOS | — | Yes |
| Linux | Yes | Yes |
| Self-hosted | — | Yes |
| Plans published | 1 | 1 |
| Spec score · Game Controller Mapper Software | 8.6 (#3) | 8.9 (#1) |
| License | The project states that AntiMicroX is licensed under GPL v3. | The repository is marked MIT licensed. |
| Purpose | AntiMicroX maps gamepad keys to keyboard, mouse, scripts, and macros so a gamepad can control desktop applications. | GameFlow is cross-platform gamepad tooling that transforms gamepad, keyboard, mouse or phone input through saved profiles into virtual-controller output. |
Plans
In their own words
AntiMicroX
AntiMicroX is a desktop application for Linux and Windows that maps gamepad controls to keyboard keys, mouse actions, scripts, and macros. It can be used to control desktop applications or play games without gamepad support. Users can assign multiple mapping sets to a gamepad and switch between them. Auto profiles can associate a profile with the active application window, but that feature is unavailable in Wayland. The application can generate SDL2 configuration to map atypical gamepads to generic controllers such as Xbox 360 controllers. The project says it supports X.org and Wayland, while warning that the Flatpak package may not work correctly with Wayland. Downloads include Windows installers and Linux options such as Flatpak, AppImage, Debian or Ubuntu packages, and installation options for Fedora, openSUSE, and Arch. AntiMicroX is licensed under GPL version 3 and provides a D-Bus service for some functions, including selecting the current control set. The project is seeking a new maintainer and expects limited support, with no new features planned unless external contributors provide them.
GameFlow
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.