Refunct

Refunct is a peaceful, short first-person platformer about restoring a vibrant world.

Refunct is a parkour, 3d platformer and relaxing game developed and published by Dominique Grieshofer.
Released on October 16th 2015 is available only on Windows in 28 languages: English, French, Italian, German, Spanish - Spain, Danish, Dutch, Finnish, Korean, Norwegian, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Swedish, Turkish, Japanese, Arabic, Bulgarian, Czech, Greek, Hungarian, Portuguese - Portugal, Romanian, Thai, Traditional Chinese, Ukrainian and Spanish - Latin America.

It has received 17,274 reviews of which 16,557 were positive and 717 were negative resulting in an impressive rating of 9.3 out of 10. 😍

The game is currently priced at 0.74€ on Steam and has a 75% discount.


The Steam community has classified Refunct into these genres:

Media & Screenshots

Get an in-depth look at Refunct through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Intel Core i3 / AMD A6 @ 2.4GHz
  • Memory: 1 GB RAM
  • Graphics: Intel HD Graphics 4000
  • DirectX: Version 10
  • Storage: 250 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
This game is for the people which like small indie game that has 5 to 10 minutes so it's your choice if you agree or not to buy this game.
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Sept. 2024
I've owned Refunct for as long as its been out, almost a decade. I come back to it every so often when I remember it exists because it is such a short, fun jaunt. When I first played the game, I was 16-- curious about the world, but naive. I took the game at face value: It's a fun little platformer that you can beat in less than an hour! It has nice graphics and can run on my dinky laptop! The achievements were named with weird questions that seemed pretentious, or maybe just weirdly incongruous with the game's aesthetic. It was a single experience I experienced a single time. And then, time went on. I graduated high school, went to college, graduated that, and got a job. Now I'm 24, and I'm in the middle of the worst year of my life. I turn on Refunct for the umpteenth time, and realize I have just one achievement left: beat the game with less than 33% of the ground touched. This was pretty challenging for me, but also very exciting. I got to experience the game in a way I hadn't before; each grey tile on the ground became an obstacle, each wall an opportunity, each low-elevation tile an entry point. I was prodding, poking, looking for shortcuts and discovering optimizations, getting my percentage lower and lower with each passing run. Many of the game's achievements change your relationship to the world in this way. Collect the optional cubes scattered throughout the map, touch every last patch of ground, beat the game in eight minutes, and then four. You learn a little more about the world, become more familiar with it, almost grow attached to it. Each time, when you earn a new achievement, you are posed a question. For one cube: "Hello?" Someone else is here with me. I don't really think about Refunct all that often in my day-to-day. It's a digital game, it belongs to the computer. I belong in the real world, right? For beating the game: "What makes you smile?" This question inspires warm thoughts. But the game made me happy, you know? Gave me a little escape. For a moment, I live in a digital world. A small digital jungle gym where I am agile, cunning, and fearless. For collecting five cubes: "How are you?" A kind greeting from a fond acquaintance. I suppose the digital world feels comfortable in a lot of ways. It feels like another self, something not quite me and yet distinctly me. I go silent, expressionless, body limp. But the mind is more alive than ever. My fingers and hands, by way of keyboard and mouse, become my digital body. I am, in that sense, not human but cyborg. For beating the game in 8 minutes: "Can we be friends?" The game is reaching out to you. In that way, digital space can be just as comforting as physical space. It can be as inviting as a mug of hot chocolate and a warm blanket. For collecting ten cubes: "What drives you?" The game begs to understand you deeper. I was born in 1999, a week before the end of the millennium. I never knew a world without the internet, without Google, without computers, without the screen. The screen is the interface through which I enact reality. I dream of screens, have nightmares about screens. I see screens, I am a screen. I am a computer, not fully human. I am not built to handle reality without plugging into the divine digital consciousness. For touching every piece of ground: "What makes you, you?" The game asks the fundamental question. I am not my body. I have never been my body. I am my mind, and my mind was cultivated by humans and computers. I have no culture other than the computer. It is my birthright as a zoomer, as a girl born at the end of the millennium. We were doomed to live in a world of screens. We were doomed to exist on the internet first, and in real life second. For collecting fourteen cubes: "Do you do what you love?" The game questions your conviction. Humans are strange creatures. We created technology, and yet we are trapped by it. We have such phenomenal potential, and yet we are drained dry, programmatically destroyed by the world's ills, one propagandistic heap of branded content at a time. You are inundated with messages, messages, messages, and eyes everywhere, eyes everywhere. You are yourself and yet you are no one at all. Humanity is merging into a great, central mind, and we are each an individual neuron. For collecting every cube: "Who do you love?" The game makes a confession, and a plea: love me. In the end, as Stanley Kubrick put it, we all learned to stop worrying and love the bomb. We were born plugged in, so why bother plugging out? The Matrix is the obvious comparison point here, overplayed as it is: we are born into a digital prison that we cannot taste or touch, existing purely to provide profit for billionaires we'll never ever meet (some of whose names we will never bother learning). Ignorance is bliss, I suppose. But this raw nerve of despondency is one I cannot bear. For the first time in my life, I am out from under the shield of the screen... and I have no idea who I am. The screen was all I was. For beating the game in four minutes: "Is this goodbye?" The game knows your time is closing in. Where exactly do I go from here? What exactly does the future hold? What technological developments will transpire that will completely change the way I interface with reality? When I die, will I only be a screen? For touching less than 33% of the tiles: "Will you come back?" A resigned declaration of the truth: you are leaving. I collected the last achievement today. My satisfaction and whimsy were positively gutted by the final question: "Will you come back?" Will I? I don't know, game. I really, truly don't know. I hope so, but I will face the fact: there will come a time where I play Refunct for the final time before I die. There will be a last time. There will be a last time for the screen, too. And when I die, I wonder if I will live on in the screen. For all intents and purposes, I must be immortal. I must be everyone and everything, must see all and be all and do all. By technological mandate, kicking and screaming, I have become God. Good game and worth a little more than $2.99.
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Dec. 2023
Solid first person platformer. Movement feels pretty good; momentum and wall kicks take a bit of getting used to. Nice wholesome message at the end. Visual aesthetic looks nice, and I appreciated the Mario 3D World-esque transparent pipes. For the price, I have no complaints.
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Dec. 2023
Refunct is a simple game with a great design. The gameplay is so fluid and delightful. I thoroughly enjoyed it. Suggestion: procedural generation for replayability.
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Dec. 2023
Dominique Grieshofer as a developer knows the power of simplicity and he shows it in his productions. Almost every other game would use quest or tasks to guide,sometimes even downright enforce something onto the player. These are by many considered a vital part in progression. They lead towards new developments or get you familiar with mechanics you didn't know about ,but rarely do they provide any value. Modern AAA designers make them just a tool for keeping your attention and extrinsicly rewarding progress. Althought these measures are meaningless unless you already enjoy the game at hand. Adding progression systems without consideration can make the game like a second job,a set of tasks . "Refunct" does not have any of the things mentioned above,it's just a game about getting to certain places to expand the land. -Well doesn't that mean,that completing it has not value? -Yes it holds absolutely no extrinsic value,but not every expirience needs to leave me wanting more and inspire me with a complex story,not every expirience needs to have in-depth mechanics and systems to impress and engage me ,not every expirience needs to stun me with graphics made by professional artists,not every expirience needs to have songs that I want to listen in day to day life. All I'd ever want from a game or any media for that matter is to make me feel good. That's exactly why I love "Refunct" ,because it is one of the few games that I will come back to every year unpromted. It reminds me of simpler times and that makes me feel better and serves as a great palet cleanser. It's as low stakes and low pressure as can be,because it's just a game after all.
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Last Updates

Steam data 19 November 2024 15:00
SteamSpy data 19 December 2024 10:40
Steam price 25 December 2024 12:46
Steam reviews 25 December 2024 08:01
Refunct
9.3
16,557
717
Online players
3
Developer
Dominique Grieshofer
Publisher
Dominique Grieshofer
Release 16 Oct 2015
Platforms