
Varion
Forget aiming at your opponent - in Varion, pointing your gun directly at someone does nothing. Master ricochet geometry or stay dead.
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About Varion
I want to like Varion more than the evidence lets me. The core hook is genuinely clever: direct shots only stun, and the only way to score a kill is to bank a shot off a wall first. That single rule flips every instinct you have from years of twin-stick shooters and forces you to think in angles rather than crosshairs. When it clicks - when you arc a round off two walls through a portal and vaporize someone who thought they were safe in a corner - it feels like a trick shot you actually earned. The problem is that at lower skill levels, where most casual couch sessions live, it can feel more like pinball luck than deliberate geometry. That tension between perceived luck and actual skill is the defining debate around this game, and it never fully resolves. The mechanical foundation is tighter than it first looks. Your three-shot clip reloads only while you move, a dynamo-style system that punishes anyone who tries to dig into a corner and wait. The dash doubles as both an evasion tool and a shot-deflector, which adds a reactive counterplay layer that rewards fast reflexes once you understand it. Vehicles vary across stats like movement speed, bullet speed, and reload rate, none of them feeling outright broken - it comes down to preference. The procedurally generated arenas mix in environmental hazards - exploding electrodes, gas jets, portals, a wandering Minotaur - which keep sessions from feeling identical but also introduce map-side randomness on top of the already-contested shot-luck factor. Powerups like cluster shots, melee blades, and IEM bombs can swing rounds hard, which some groups will love and others will mute in the settings. The match configuration tool is deeper than it has any right to be at this price point. You can tune the number of allowed ricochets per shot, adjust scoring rules, set team configurations across 1v1v1v1, 2v2, or asymmetric splits, and build custom presets. Battle Mode and Tournament Mode let you run structured multi-round sessions, while the solo and co-op Challenge mode throws bot waves at you for score chasing and unlocking new environments. Solo is thin and mostly useful as a warm-up lane before friends arrive. This is a couch game, full stop. Online multiplayer is absent on PC, which is a real limitation if you are buying this without a group already lined up. On PC specifically, a gamepad is mandatory in any real sense. Dual-stick input is what this game was designed around, and mouse-and-keyboard control is awkward for the constant 360-degree aiming. Run this on a controller with decent analog sticks and a low-latency display and the sessions are fast, readable, and chaotic in the right way. The neon-on-dark visual style keeps all four player units clearly distinct on screen, which matters when rounds last under ten seconds and nobody has time to squint. The Steam user base is small, reviews are few but positive across the board, and the community is essentially dormant - you are buying a party game, not a live service. Varion is the kind of title that earns its keep on a Steam library as a rotating party pick rather than a solo staple. The luck-versus-skill debate will split groups. Stick-and-move crowds who invest twenty minutes in the tutorial will find genuine depth in angle reading and dash timing. Groups who just want to button-mash and laugh will hit a frustration wall unless the host dials back the ricochet rules in config. Manage those expectations upfront and it delivers. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 SP1
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 300 MB available space
- Graphics
- ATI Radeon HD 4470 / GeForce GTS 250
- Processor
- 2.5 GHz Intel
Reviews & Ratings
No ratings available
Game Info
- Developer
- Rundisc
- Publisher
- Light Maze
- Release Date
- Nov 8, 2018