GameFlow vs Keypable
GameFlow
github.comKeypable
keypable.digi.saSide by side
| Figure | GameFlow | Keypable |
|---|---|---|
| Price from | Free | — |
| Free plan | Yes | — |
| Free trial | — | — |
| Open source | Yes | — |
| Web | Yes | — |
| Windows | Yes | Yes |
| macOS | Yes | — |
| Linux | Yes | — |
| Self-hosted | Yes | — |
| Plans published | 1 | 1 |
| Spec score · Game Controller Mapper Software | 8.9 (#1) | 7.3 (#21) |
| Profiles | Profiles are human-editable JSON documents that can be created, duplicated, renamed, imported and exported. | Per-game profiles can switch when a game comes to the foreground, remain saved locally, and be imported or exported between PCs. |
| Purpose | GameFlow is cross-platform gamepad tooling that transforms gamepad, keyboard, mouse or phone input through saved profiles into virtual-controller output. | Keypable is a Windows control center for controller emulation, remapping, calibration and per-game settings. |
| Remapping | Button remapping can suppress the source and toggle other rules while running. | Users can remap buttons, sticks and triggers, set hold or toggle actions, calibrate stick centers and deadzones, and check inputs in Live View. |
Plans
In their own words
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.
Keypable
Keypable has no write-up on Specifiction yet; its figures are above.