UPDATED! Embark on a new adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic PvP 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses and minions to defend your riches at all costs.
All Reviews:
Mostly Positive (238) - 75% of the 238 user reviews for this game are positive.
Release Date:
Mar 7, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Labyrinth is at the stage now where we need your feedback. We have been working in isolation for two years and now it is time for players to help us evolve the game to make it great! Community involvement is very important to us, we want to hear from you. Contact us at support@labyrinththegame.com.

During Early Access, please treat Labyrinth as a "sandbox." We are experimenting with all sorts of features. Much is not done yet and we have a long term vision for building an epic game. Fall in love with Labyrinth, but don't fall in love with any particular aspect of the game, as it may change.”

Approximately how long will this game be in Early Access?

“Most likely until Q3 of 2017. EDIT: Labyrinth is closer than ever to having all the features we initially planned to add to the game while it was in Early Access. However, we feel it can still benefit from more polish, so we plan to stay in Early Access for awhile longer.”

How is the full version planned to differ from the Early Access version?

“We would like the full version to have the features below that are not currently in the game. As we work to finish Labyrinth, the actual features may differ from what is described below.

Remaining Major Features:

  • All promised features are in. However we plan to keep the game in Early Access while we work on adding a new game mode, more content, and continue polishing it.

We will be updating the game every few weeks during Early Access, so you will see new features rolling in bit by bit. After Early Access we also have plans to add extensions and new game modes and features.”

What is the current state of the Early Access version?

“The current build has the following features. We will update this list as new features are added to the game.

  • 9 Heroes and 9 Bosses
  • Offensive tactical game play
  • Timeline - tick resource system
  • Hero deck building
  • Hero specific resource systems
  • Asynchronous PvP
  • Pick ups
  • Authoritative servers
  • Defensive deck building
  • Replays with DVR style controls
  • Progression
  • Tutorial, both for offense and defense
  • Store
  • Crafting
  • Quests
  • Mac support
  • Hero skins
  • Free to play
  • RPG adventure system

Of course there are bugs in this version. Please let us know when you find them. We will do our best to patch crash bugs as quickly as possible. As we add new features, bugs are likely to appear again.”

Will the game be priced differently during and after Early Access?

“The price of Labyrinth will be changed to Free to Play when the card pack store is added. (UPDATE: It is now free to play.)

Once the game is F2P, all players who supported development with an Early Access purchase, will be granted 10 card packs from the core set. (UPDATE: If you previously made a purchase, but did not create an account before February 7, 2017, please contact support to have your card packs manually credited to your account.)

We will wipe accounts at the end of Early Access and perhaps also before if there is a technical reason for doing so. We may also need to wipe accounts if we discover a problem that requires it.”

How are you planning on involving the Community in your development process?

“We welcome all players to help us make Labyrinth as great as it can be. To help, please consider doing one or more of the following.

  • Play the game and write a review!

  • Tell us what you love, what you hate, what you want to see next. Join https://steamcommunity.com/groups/labyrinthccg and participate in the discussions on the Community Hub.

  • Add one of more of these tags to the Steam Store page, so that Labyrinth is easy to find: Tactical, Tactical RPG, RPG, Strategy RPG, Turn-Based, Turn-Based Tactics, Card Game, Fantasy, Grid-Based Movement, PvP, and/or Dungeon Crawler

  • Tell your friends about Labyrinth!

Thanks for reading this far! We hope you love playing Labyrinth as much as we do.”
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Play Labyrinth

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Recent updates View all (92)

March 9

Week 118 Patch

Known Issues Not Yet Fixed

* Card Pack Rewards are missing their model in the reward display
* Mac users may experience floating cards in hand, can be worked around by hovering over and out of each card

Gameplay Fixes

* Boss v Minion raids were not showing up in Replays
* Card Unlock and Card Pack Rewards were not providing notifications
* Consumable items were being moved from Hero inventory to Lair stash on Hero death
* Dupes filter in collection view was not dealing with Stack 2 Perks properly
* Players could not buy or equip Skins for Heroes
* Hero cards on mouse hover in Collection and Lair were off-screen

Gameplay Revisions

* Quests turned back on and heavily revised
* Orb drops on enemy death now last for 7 ticks before disappearing instead of 5
* Bosses will now spend one Boost Perk worth of Boost per PvP raid instead of just one Boost
* Players will now purchase each Perk worth of Boost with one click of Starstone button in Lair and be unable to click button with less than that amount of Starstone
* Random Minion raids reduced to 10 or fewer Minions, none of which are Boss-dependent for value
* Hero v Minion raids have been rebalanced to be closer in difficulty to PvP raids
* Hero v Minion raids have been added to Labyrinth, taking place in any Lair except your Boss Lair, with appropriate Minions
* Boss v Minion raids in Labyrinth now take place in your Boss Lair and exclude enemy minions with the same traits as your Boss
* Ancient Treasure has been removed from the Labyrinth and replaced by hard mode Hero v Minion raids with a variable number available per map and bigger aggregate rewards

Card Fixes

* Rohin's passive was giving full move on orb pick up even when he had a leg wound - Judgement of Urix kicker was healing Structures instead of only characters
* Fire From Ashes could not discard consumable loot items
* Crushing Blow, Lead the Charge, and Earthspike were wasting when only available target had Stealth
* Death Blossom was not preventing repeat hits on same targets

Card Revisions

* Defend the Mine is no longer a Windup and Mine Securitrons now have Piercing and 3 Health instead of 2
* Pounce now causes Bleeding in Blast 1 instead of dealing damage in Blast 2
* Steel Sentries now have Range 4 instead of 7 - Bronze Captain now has 4 Attack, 9 Health, and 1 Armor instead of 5 Attack, 10 Health and 2 Armor
* Boss instants will now be played first when in Boss hand to prevent not being played before reshuffle on empty deck

Consumable Card Revisions

* Star Stamina is now +5 Health instead of +2 Health
* Star Soul is now "Your first non-Channel card costs 1 less." instead of +3 Health
* Minor Wounds are now -1 Health instead of -2
* Leg Wounds now only last for one battle and don't occur in Northgate
* Potion of Strength is now +2 damage on next melee attack this turn instead of +1
* Potion of Accuracy is now +2 damage on next ranged attack this turn instead of +1
* Scroll of Arcane Blast now does 5 damage instead of 3 in Blast 2 instead of 1 and costs 2 Ticks instead of 1
* Scroll of Lightning Bolt now does 6 damage instead of 3
* Scroll of Chain Lightning now does 6 damage per target instead of 3
* Scroll of Protection now gives 2 Armor instead of 1 and costs 2 Ticks instead of 1
* Scroll of Stasis now adds 3 Ticks instead of 2
* Scroll of Firebreathing now does 5 damage instead of 4 in Cone 7 instead of 4
* Scroll of Restoration now restores 7 Health to each friendly character instead of 2 and removes 2 Ticks from each instead of 1, but costs 2 Ticks instead of 1


* The art team created more card art; modeled All Matter Golem; skinned Faydin; worked on Mayan dragon concept; and created idle animation for Faydin.
* The audio team created map music triggers; looked for missing audio; and worked on music for Landing and Map.
* The design team worked on scenario art; plus worked on balance and keyword revisions.
* The engineering team worked on bug fixes and the back button from battle.

7 comments Read more

March 2

Week 117 Progress

Adventure Update Results

The Adventure update improved the amount of engaging fun players are having, and it's a move in the right direction according to many of you. Here are some of the results:

* Daily players almost doubled
* Logins more than doubled
* Encounters played increased nearly 300%
* Encounters/Login is greater than 5, more than doubling
* The Discord server went from a trickle to having hundreds of posts a day

Comments from Players

Thank you very much to all the players helping us find bugs and giving us feedback on what to improve. We couldn't have made it this far without you. We have also been getting a lot of positive comments from players on the Adventure Update. Thank you all so much for your kind words. Here is a selection of a few of them.

"Holy that looks fresh" ~Shogun

"I just started and have to say that the polish and animation between scenes is amazing. Lots of work was put into this I see." ~Portensio

"I really like the new update, you guys have added so much! The story is fun to play through so far (just finished the prologue)." ~Platinum

"The story intro's are excellent and I'm not a new player so I can't tell for sure but I think integrating the them with or as the tutorial is a pretty brilliant move." ~tuckboat

"I adore the new update, thank you! Really getting to see Starfall live and breathe for the first time!" ~holy_darkness

Steam Review

If you haven't yet, please take a moment and write a Steam review. It will really help Labyrinth.


Questions from Players

Is there a reason to hoard gold anymore? No, buy card packs with your gold and disenchant your duplicates to get Stardust to buy the specific cards, heroes, and bosses that you want. You no longer need to worry about "do I save my gold for card packs or heroes?" Most recent active players in the last week have realized this and approximately 500 players (2.5% of all registered accounts) have opened over 20% of the unopened card packs in the entire economy that have been mounting up since last July. We will reset accounts when we exit Early Access and will refund any card packs bought.

Where do I buy card packs with my gold? It's in the Store under Combo Packs. We'll make it more obvious in the next patch.

Why should I play in the Labyrinth zone? The Labyrinth is the competitive PvP zone, replacing the old Casual mode. We will expand on what this zone is all about in an upcoming update, but for now there is a treasure hidden in a random location. Every time you go back to your Lair, the Labyrinth resets. So you can hunt for the treasure again and again. You also have to make the decision, do I battle on wounded or do I return to my Lair to heal, restock on consumables, boost my Boss, and edit decks?

Are the Bosses in Northgate and Smithstone AI bosses? In most cases no. Whenever there is a good match for you, you are matched against a real person's boss deck. When there isn't a match available, the game defaults back to a random AI boss. Now with hundreds of players playing, it isn't that common.

Can I go back a replay a prior Zone? Yes! You will have to adjust your decks for the new star cost but the boss fights there reset and some of the PvE scenarios reset too, so you can play at the difficulty level that your collection allows.

Vann died! For both Lavella and Renna tutorials, we gave the heroes companions to indicate that the heroes are not meant to be on the front line fighting.


Over the past few weeks including this week, when not debugging and trying to launch the Adventure update and next week's patch, we were working on the following tasks:

The art team completed UVs for Smithstone tiles; created 2D maps; improved reward screen; skinned dialog characters; completed normal mapping for Smithstone tiles; created Vann dialog protrait; completed masks and fake ambient occlusion for Smithstone tiles; created concept art for card pack keys; created key models; created more card art; card pouch; created key model textures; created Medallion; modeled pouch; worked on Starfall Map; and modeled All Matter Golem.

The audio team added sounds to map scenes and store; revised music; investigated licensing new music; recorded Korghan VO; and added sounds for rewards.

The design team added onboarding tips; integrated dialog characters and Bladey map; tweaked tutorials; completed store art pass; worked on new Pyro tutorial; Completed major pyro overhaul; colored and lit boss loadout scene; designed and implemented store features; hooked up maps; worked on story and map art; added card pack rewards; added Welcome screen; filled in some art holes; and created skin for mech scorp.

The engineering team worked on Starting UI flow; fixed bugs; worked on moving Deck Builder into map; added boss deck edit tips; worked on rewards logic; added migration scripts for update; made card pack changes in store; worked on letting players see unlocked zones immediately; undertook client side room unification; hooked up 3D rewards; custom feature bundle, safety checks, free heroes in store; fixed Quest screens; and added analytics for map screen.

Upcoming Patch

We put pencils down yesterday and are starting to QA a patch to release next week that will address some of the major issues and known bugs in the Adventure Update. Among the fixes will be:

* Turn on New Quest System
* Card Unlock and Card Pack Rewards were not providing notifications
* Consumable items were being moved from Hero inventory to Lair stash on Hero death
* Players could not buy or equip Skins for Heroes
* Hero cards on mouse hover in Collection and Lair were off-screen
* Boss v Minion raids were not showing up in Replays
* Several game play revisions
* Some rebalancing

New Quest System

Daily quests are the primary way to earn gold in Labyrinth. The new Quest system has been redesigned to make your choice of quest more meaningful. Like before, each day you will be given a quest and can have up to three active. But now, you will be presented with three quests to choose from and the ones that you do not pick will go up in value for the next day, so you can choose to delay a quest until it has the right effort/reward ratio for you. We have also rewritten some of the quests themselves based on player feedback.

If this system works better than before, we will continue to refine it and add new quests. Please consider it a 2nd draft and let us know what you think of it.
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“It's a tactical role-playing game, turn-based, party-movement dungeon crawler. But all of your actions are the cards.”

Special Offer

Everyone purchasing Labyrinth during Early Access will be granted 10 card packs when the in-game store is added and the game becomes free to play.

About This Game

With Labyrinth, embark on a new adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic player vs. player 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses, minions, and traps to defend your riches at all costs.

  • PvP game which marries CCG & RPG
  • Your Offense deck forms a party of Heroes to raid a dungeon
  • Your Defense deck forms a dungeon with Bosses to defend your loot when you are not online
  • Tactical position and time turn-based action fused with CCG strategy
  • Boss cards define their own uniquely themed dungeon rooms
  • Will be Free to Play with hundreds of cards to win, craft, and purchase

Bring 'action' to collectible card games

With the inclusion of a turn-based 3D combat system, we are excited to bring more action and tactical thinking to the battlefield, upending many conventions of traditional card games. Every card is more than a means for achieving victory: it's also part of a living, breathing world. This also plays to our studio’s experience in making AAA action games.

Design for deep CCG strategy

The combination of tactical action with familiar CCG strategy opens the door to a new kind of adventure game. We are happy that the creator of Ascension and Solforge, Justin Gary and his team at Stone Blade have joined us to add their decades of experience playing and designing CCGs to our own. Together we are exploring this new frontier and discovering new possibilities for rich gameplay.

Create an expansive world rich in culture--both magical and familiar

We are passionate game developers. We want that to shine through in Labyrinth. In crafting the diverse world of Hylea, whether we are describing the Cosmos and creation story of Starfall or the jewelry of a Giant from the Northern Clans, we strive to have our passion and attention to detail reflect in every facet of story and art.

Build a game that will last for decades

First and foremost, Labyrinth is a collectible card game. With their hallmarks of creative play, endless combinations, meta-game thinking and the potential for vast expansion, CCGs offer the best and longest-lasting experiences in gaming. We've captured these proven qualities and folded them into an exciting new game.

The Four Disciplines of Magic

The disciplines of magic in Labyrinth each correspond to energy drawn from a different source within the Cosmos. They grant their wielders unique abilities that define a particular style of play.

Practitioners of Warfare magic draw their power from the Spirit plane, a realm ruled by the eternal souls of ancient warlords. Warriors enhance their strength by channeling the might of their heroic ancestors. Warfare prefers a strategy that dominates through brute strength and outlasts with sheer indomitable will.

Wizards, Sorcerers, and Arcanists draw energy from the Elemental plane, a swirling and chaotic maelstrom of raw energy and matter, inhabited by strange animate essences of Fire, Frost, Air, and Earth. Wizardry combines these primal forces to form hulking monstrosities, or it unleashes their raw power with devastating torrents of magic. Wizards wield the most powerful effects in the game, but at the expense of endurance.

Devotees of Faith magic draw on the favor of the Celestial plane, a vast realm inhabited by gods and demigods as numerous as the humans of Hylea. Celestial beings are fickle and fundamentally alien-- but when they choose to involve themselves in the struggles of humankind, their favors are often decisive. Faith prefers to maintain control of the entire battle, stalling the largest threats while crushing the weak with the will of the gods.

Unlike the other three disciplines, Skulduggerists do not draw their power from a far-flung realm, but from within, directly ingesting Stardust to enhance their own innate traits. This grants them incredible reflexes, insight, and intellect. Engineers create wonders of mechanical ingenuity. Rogues gain powers of deception and agility. Skulduggerists prefer a strategy where they stay elusive until the perfect moment, then strike to maximum effect.

Hero and Boss Cards

These cards form the heart of a player's collection. On a raid, players control a party of three Heroes, each with its own deck. On defense, players may control a number of Bosses that grows with their dungeon. Each Boss also has its own deck.

Heroes and Bosses all have their own unique special ability that encourages certain play-styles and deck building synergies. A Hero or Boss card also defines which of the four disciplines of magic that character may use.

Offense Cards

Attack cards form the core of a Hero’s deck. Each of the four disciplines of magic specializes in a different style of attack. For instance, Warfare prefers to close distance and crush its foes with large, devastating strikes, while Wizardry opts to stay at range and roast or shatter groups of enemies with area-effect spells. Each discipline also has its own special resource which further reinforces a particular style of play.

Defense Cards

Minion cards are the core of most Boss decks. They represent allies pulled from across Hylea and the Cosmos, and summoned to defend your lair. Each Boss draws on a different style of magic when summoning Minions. Mechanical Bosses draw on enhanced powers of the mind to assemble autonomous terrors, while Divine Bosses curry favor with the gods to summon strange and powerful beings from the Celestial realm. Some cards directly enhance the Boss or allow it to perform a devastating one-time attack.

The Cosmos of Labyrinth

A great crack tore open the sky. As the farthest reaches of the realm shook with unnatural thunder, thousands of eyes looked up to see their peaceful night shattered into a shimmering prismatic storm. From a fissure in the heart of the tempest, a white star streaked, trailing fire and glowing brighter as it plummeted. Where it crashed to earth it swept into being an enormous crater that crackled and thrummed with otherworldly power.

In time, the crater was filled by the water of the Jarum river, and became a great lake. The first visitors were pilgrims following the path of the star, which they named the Prophet’s Tear. They soon discovered that the site was laced with a powdery substance that granted strange and extraordinary powers. They also found the Keyrifts--tiny bubbles in reality through which they could peer into other dimensions. As word spread of these discoveries, a sprawling city began to spring up around the rim of the crater: the City of Starfall.

A robust trade in Stardust mined from the crater developed. Men and women came from distant lands and settled in the city's many colorful ethnic wards. Prosperity brought peace and peace ruled over the city for centuries.

Now, the age-old pacts and alliances are breaking down. The earliest settlers have consolidated their power and look to push out rivals. Newcomers to the city seek to carve out territory for themselves. As night falls, a silent war begins in the tunnels, alleys, and halls of the ancient city. A sense grows that it's every Hero for themselves...

System Requirements

Mac OS X
    • OS: Windows 7+
    • Processor: 2GHz+ (SSE2 instruction set support)
    • Memory: 2 GB RAM
    • Graphics: 1 GB Video RAM
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: DirectX 9.0c compatible sound card with latest drivers
    • Additional Notes: Disk space requirement will increase as content is added to the game throughout Early Access
    • OS: 10+
    • Processor: MacBookAir+
    • Memory: 2 GB RAM
    • Graphics: MacBookAir+
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Integrated sound is sufficient
    • Additional Notes: Disk space requirement will increase as content is added to the game throughout Early Access
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