ReflexForge is a browser-based reflex training platform built around precise input response and measurable metrics. Each game targets reaction speed, decision-making, visual memory, spatial reasoning, and hand-eye coordination. Original games like CoreBall, FlashBreak, Untangle, and F1 Reaction offer training not found in generic aim trainers. The Aim Trainer features Precision, Flick and Tracking modes. Performance data includes reaction time distributions and pro benchmarks. reflexforge.com
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Maker
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I built ReflexForge because I wanted a simple, no-friction way to train reflexes without downloading heavy software or creating accounts.
As a gamer myself, I found that most reflex trainers were either bloated with features I didn't need, required payment for basic functionality, or had outdated interfaces that made training feel like a chore.
So I built a browser-based platform focused on what actually matters — clean mechanics, precise input response, and meaningful feedback. No paywalls, no distractions, just pure training.
The approach evolved as I started playing other FPS games like Valorant and CS2. I realized that different games require different reflex types — flicking for duels, tracking for sustained aim, rapid decision-making for clutch situations. That's why ReflexForge includes a variety of games and modes, each targeting specific skills.
It's been a rewarding journey building this, and I'm genuinely excited to see how gamers use it to improve their performance.
Would love your feedback — what works, what doesn't, and what you'd like to see next. Your input directly shapes what I build.
Thanks for checking it out!
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How does the pro benchmark system actually work — is it comparing my scores against aggregated data from other users, or is it based on some fixed performance tiers you've defined?
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Maker
@turgayvsgn Right now it's fixed tiers, not aggregated user data. The benchmarks (Elite Gamer <150ms, Pro Gamer 150-200ms, Above Avg 200-250ms, Average 250-350ms, Below Avg 350ms+) are hardcoded based on established reaction time research, not calculated from other players' scores.
So when you see the bar comparing your time, it's measuring you against those fixed thresholds not a live leaderboard or community average.
Making it actually dynamic/community-driven (aggregating real user data to set benchmarks) is something I want to add down the line, would make the comparison feel more "alive" and accurate to your specific audience. Appreciate you asking, this is good validation that people want that!
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How does the pro benchmarking actually work, like is there a leaderboard or just static comparison numbers? Wondering if it updates as scores come in or if I have to manually check where I stand.
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Maker
@etinccch There's no automated/live leaderboard built into the tool yet but it's not fully absent either. Right now it's manual: people share their scores in our Discord, and the leaderboard gets updated from those submissions. So it's community-driven, just not automatic (yet).
Your own stats do update automatically though best time, average, worst time, and attempt count refresh instantly after every click, along with your tier placement (Elite <150ms, Pro 150-200ms, etc.).
So to answer both parts:
Leaderboard? Yes, but manual via Discord for now not live in-app.
Auto-updating? Your personal stats, yes. The community leaderboard, not yet that's the next step to automate.
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Love how each game actually targets a different skill rather than just slapping a new skin on the same reaction clicker, and the reaction time distribution charts make it easy to see where you're improving.
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Maker
@makbule1065220 Appreciate this! Yeah, wanted each test to target something genuinely different instead of reskinning the same clicker. Glad the distribution chart is helping you actually see where you're improving
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reaction time graphs are a nice touch, makes it easy to see if im actually getting faster or just convincing myself
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Maker
@berkkise Ha, exactly why I added it numbers don't lie like our brains do glad it's actually showing real progress for you
How does the pro benchmark system actually work — is it comparing my scores against aggregated data from other users, or is it based on some fixed performance tiers you've defined?
@turgayvsgn Right now it's fixed tiers, not aggregated user data. The benchmarks (Elite Gamer <150ms, Pro Gamer 150-200ms, Above Avg 200-250ms, Average 250-350ms, Below Avg 350ms+) are hardcoded based on established reaction time research, not calculated from other players' scores.
So when you see the bar comparing your time, it's measuring you against those fixed thresholds not a live leaderboard or community average.
Making it actually dynamic/community-driven (aggregating real user data to set benchmarks) is something I want to add down the line, would make the comparison feel more "alive" and accurate to your specific audience. Appreciate you asking, this is good validation that people want that!
How does the pro benchmarking actually work, like is there a leaderboard or just static comparison numbers? Wondering if it updates as scores come in or if I have to manually check where I stand.
@etinccch There's no automated/live leaderboard built into the tool yet but it's not fully absent either. Right now it's manual: people share their scores in our Discord, and the leaderboard gets updated from those submissions. So it's community-driven, just not automatic (yet).
Your own stats do update automatically though best time, average, worst time, and attempt count refresh instantly after every click, along with your tier placement (Elite <150ms, Pro 150-200ms, etc.).
So to answer both parts:
Leaderboard? Yes, but manual via Discord for now not live in-app.
Auto-updating? Your personal stats, yes. The community leaderboard, not yet that's the next step to automate.
Love how each game actually targets a different skill rather than just slapping a new skin on the same reaction clicker, and the reaction time distribution charts make it easy to see where you're improving.
@makbule1065220 Appreciate this! Yeah, wanted each test to target something genuinely different instead of reskinning the same clicker. Glad the distribution chart is helping you actually see where you're improving
reaction time graphs are a nice touch, makes it easy to see if im actually getting faster or just convincing myself
@berkkise Ha, exactly why I added it numbers don't lie like our brains do glad it's actually showing real progress for you