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.
User reviews:
Overall:
Positive (41 reviews) - 87% of the 41 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 the end of 2016.”

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.

  • 8+ Heroes and 8+ Bosses
  • Quests
  • Mac support

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.

  • 5 Heroes and 5 Bosses
  • Offensive tactical game play
  • Timeline - tick resource system
  • Hero deck building
  • Hero specific resource systems
  • Asynchronous PvP where you play against Boss decks made by Free Range Games
  • Pick ups
  • Authoritative servers
  • Defensive deck building
  • Replays
  • Progression
  • Tutorial
  • Store
  • Crafting

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.

Once the game is F2P, all players who supported development with a Early Access purchase, will be granted 10 card packs from the core set.

We will try to avoid wiping accounts during and at the end of Early Access. However, we may 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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Buy Labyrinth

 

Recent updates View all (25)

September 23

Tutorial Update

Tutorial Update Build Notes

What’s New?!

It took longer than planned to release, but this update includes a lot of new features and a few major fixes to error plagued features like Replays.

Among the changes are: Tutorial, Partial Account Reset, Starting Gold & Daily Rewards, Ranked Play, Virtual Currency Store, Card Pack Opening, Crafting, New Cards, Defense Update, Deck Editor Update, Key Bugs Fixes, Known Bugs.

Tutorial




We are introducing a tutorial to help new players learn the ropes of Labyrinth. Head on in and check it out, you will unlock basic cards, may learn something new, and earn gold for 3 card packs from completing the tutorial!



This is the first stage in building a more comprehensive tutorial for the game. In the future we plan to add more gameplay clarification and how to navigate the store, crafting, and Defense.

Partial Account Reset

Due to technical changes between the previous build and this build of the game, we needed to reset XP and decks. So, your heroes and bosses are level 1 again. Your virtual currency is not affected.

It is likely that for the next major release will also reset XP and possibly decks. Since we opened the Store for virtual currency in this build, for the next update's wipe, we will reimburse players the gold and stardust value for each card pack and card, respectively, that they purchased.

Daily Rewards




Until we introduce the Quest system, we are giving a daily login reward. You obtain 100 gold and 5 stardust for each day you log in, this resets at 0:00 GMT, which is 5pm PST. If you login, you get them, if you don’t, you don’t. Additionally, we are giving every Early Access player 1000 gold to buy 10 packs in the Store. It is likely that we will reset accounts before exiting Early Access. If that happens, we will give you the equivalent value in gold for all card packs that you bought.

Ranked Mode



We are introducing Ranked mode play! After your Heroes and Bosses reach level 15 you can play in Ranked to see how far you can go. Rank 1 is the highest. Right now seasons will reset at the end of each month. Between now and the next major update, we will be watching to see how the Ranked matchmaking algorithm is performing and how the system is working in general, so that we can improve on it as necessary.




Store



The Card Pack Store has opened up for business! Currently you can use gold acquired from your daily reward and beating other players Labyrinth's to obtain new card packs to help build your decks. In the near future we will turn on purchasing with real money, but not at this time.




Card Pack Opening



You can open your card packs by dragging the key over from the left side of the screen and placing it into the chest to unlock it. You will obtain at least 1 rare or greater card per pack!

Crafting



Have too many of one card? You can now disenchant them to obtain Stardust. Stardust is then used to craft the new card that you want. Note: the process of crafting may take a few seconds in some cases; we are working on ways to speed up the response time with the server.

Notes on Crafting:

  • Price is determined by rarity
  • Basic starting cards are not craftable/disenchantable
  • Cards which are "unlocked" by level are not craftable
New Cards



Some new Perk cards were added. If you go to Deck Editor -> View Collection -> Crafting, you can see all cards in the game, even the ones that you do not currently have unlocked. Hunt around there for gems.

Defense Update



We have made changes to Defense. Starting out you will only be able to have one Boss deck equipped until your boss Boss earns level 15, then a new slot will open up. Defense will allow a total of 4 level 15 Bosses equipped at a time. This change was made in order to concentrate raids on one boss at a time to level them up as quickly as possible.

Also you will receive a Steam notification the first time each day that you are raided.


Deck Editor Update

The Deck Editor has been updated. There are a handful of different views which show different sets of cards:
  • While editing a specific deck: all owned or unlocked cards equippable to that hero are shown.
  • While viewing collection: all cards which are either owned or unlocked are shown, but cards that are unlocked by level not yet attained by the user will not be visible in the collection window.
  • Crafting while editing a deck: all non-unlockable, craftable cards available to that hero are shown.
Crafting while viewing collection: all craftable cards in the game are shown.
At the bottom of the Deck Editor are “filter buttons” that now match the main categories of Lair, Perk, and Spell cards. Custom filtering can be done with the search bar. Search terms can be separated by spaces or commas. Both are treated equally so: 3 damage, provoke will search for 3 AND damage AND provoke. Under the hood, all searches are converted to uppercase, so it doesn’t matter what case you use. Terms are searched in:
  • Card names
  • Card descriptions
  • Card rarity-name
Card tags Operators like "=", ">", ">=", etc., followed by a value can also be used in searches.



Key Bug Fixes
  • Replays: You should now see replays from opponents who attacked you, except as noted below in Known Bugs.
  • Encounter Results: You should now see every win and loss reported when opponents raid you.
  • Casual Mode Matchmaking: The algorithm matches by level now within a couple, and you should be matched against a wider variety of players and more appropriately matched with closer skill level opponents.

Known Bugs

If you find a bug not on this list, please post on Steam or email support from Help within the game settings. Thank you!
  • The timing of the 300 gold award for completion of the tutorial is before the actual award screen pops up.
  • Packs may occasionally appear to only reward 3-4 cards when opened when there are duplicates in a pack. The newly acquired cards should be visible in the Deck Editor, but there is not special indication that they are new yet. Re-logging in might be necessary in some cases.

  • The first craft/disenchant of a session is slow (4-7 seconds usually) due to server connection/initialization. Subsequent crafts/disenchants should be about 1-2 seconds.

  • You will not get a Replay while you are actively playing, even if you receive the Steam notification that you were raided.

  • Display All Unit Info may not show up in-game even though in Settings it is on. Press 'Tab' to toggle it on and off.

Steam Review

Recently Valve changed the way it reports reviews for games on the Steam Store: they are no longer counting ratings for reviews written by people who used a key to unlock the game. This was done to thwart developers who gave away keys in exchange for fake reviews. Although Valve recognized that there are legitimate reasons why a person with a key would write a valid review, such as a Kickstarter backer, they decided to change the system for everyone. (Read more here.)

Labyrinth had many positive and very helpful reviews from our backers, which are no longer counted in the ratings. So the game went from 91 to 39 reviews, 91% to 87% positive, and from a Very Positive to a Positive rating, as a result. The 9 negative reviews typically point out the lack of content earlier this year and/or the lack of a tutorial. As you know we have been diligent in improving the game, adding both content and features, and we are rolling out the tutorial in this release, which we hope new and old players find helpful.

There was a recent change to elevate the visibility of helpful reviews even if you got a key from us. It doesn't affect the rating, but for people who read reviews, this is a big help.

Please update or write a review when you get a moment. Many thanks in advance!!



Development
    In addition and including all of the above, this last several week's progress includes working on the following items.
  • The Engineering Team worked on Steam notifications; Deck Editor UI; Crafting validation; Matchmaking; iOS controls; Tutorial support; Crafting layout changes; Deck validation.

  • The Design Team worked on missing art; Tutorial polishing; rewards; Tutorial revisions; Daily Rewards; card balancing.

  • The Art Team Worked on Ranked Play elements; New character models; New character animations; Trait icons; Tutorial dialog art and illustrations; dialog art; landing lighting; coloring dialog; card opening FX; Card Crafting FX; Badges; Store and Landing revisions; Eternal watcher completed; Pale Rider Completed; Sorcerer skinned; Spirit of Magma low poly model; Celestial Giant model.

  • The Audio Team worked on master audio tweaks; reverse time tick; Tutorial VO spec; card pack scene audio; Hero quest button audio.

11 comments Read more

September 5

We are working hard to polish up the Tutorial Build for release this week.

We just want to let you know that we are working hard on getting the next build ready for you!

16 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Reviews

“It's a tactical role-playing game, turn-based, party-movement dungeon crawler. But all of your actions are the cards.”
Polygon

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

    Minimum:
    • 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: 1 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
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Overall:
Positive (41 reviews)
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33 reviews match the filters above ( Positive)
Recently Posted
KnightLurker
43.8 hrs
Early Access Review
Posted: August 25
Can't recommend this enough! Worth the $10 Early Access price (and grants 10 packs of cards when the game goes live). The development team is very friendly and active in forums. Monthly updates.

Pros:
Polished graphics.

Cards have interesting effects.

Cards also feel equally powerful. There are a few strong effects, but for the most part each card
fills a niche.

Unique heros and bosses.

An all around well done blend of CCG and Board Tactics.


Cons:
Could use some varity in the sound effects. A lot of clangs and grunts.

MORE HEROES! Currently there is a pyromage, tank, fighter, rogue, and priest. Before release, I'm hoping to see another Faith, Skullduggery, and Magic(?) hero.

MORE CARDS! While the heroes and bosses are unique, a lot of the cards used in their decks are the same due to lack of diversity. I'm hoping by release the amount of cards in each catagory is doubled. Especially the perks and lairs.

The game does get repetitive. Again, this is because of the lack of hero and card diversity and like all the "cons", will probably be worked out by the free to play release.
Helpful? Yes No Funny
Thuzar
8.0 hrs
Early Access Review
Posted: August 11
A game with TONS of potential - it's rough around the edges currently (as it is pretty much your usual alpha state experience, with placeholder art and a lot of missing features), but once it exits EA it will surely be a huge hit & a popular game among CCG/TBS fans. Asymmetric MP (where you either raid dungeons with your hero squad or create your own dungeon raid experience for others to tackle) is also a HUGE plus in my book as it offers a new take on how you strategize and build your decks. It will be F2P on release, but if you get it now you'll be granted 10 booster packs once the shop is open (for $10 EA price, while you would have to spend $15 if you opted to buy the same amount once the game is released), so that is a nice little incentive to pick it up now.
Helpful? Yes No Funny
Drakerys Neverjoy
6.9 hrs
Early Access Review
Posted: July 26
Product received for free
FRG's take on Hero Academy - but a kinda lame one at that.
Helpful? Yes No Funny
FraxtheDragon
0.5 hrs
Early Access Review
Posted: July 25
Product received for free
A good game with lots of potential, but definitely early access. A lot of numbers you're told nothing about - kind of a problem in a numbers-based strategy game. Plays well, but badly needs a tutorial. Keep a close eye on, take a close look when full release comes.
Helpful? Yes No Funny
Judge Judy
0.5 hrs
Early Access Review
Posted: July 24
Give a tutorial or something... game starts... you go figure it out i guess. What the hell is going on? Can i choose my fights? Can I choose characters? How the hell do I do anything at all?
Helpful? Yes No Funny
Twistedtwist
7.3 hrs
Early Access Review
Posted: July 23
Product received for free
I feel this game is absolutely worth the price tag at it's current state (9.99). It has something we have already seen, deck management to the next degree. You create defensive decks that players will ultimately go against with their offensive decks. Win or loss, XP will be dished out. That said alone, gives a person reason to play.

There are a few opportunities, yet this is a game that is still a construct. It lacks a tutorial, more diverse cards to nearly overwhelm the player, and more integration with the defense decks. I have already heard there will be a tutorial that will make an appearance. That is absolutely needed considering there is a certain level of turn based economy that I may be not understanding fully. Yet, I don't need it to win either. I am at the moment level 11 with my favorite characters and closing in on level 12. I have not yet editted my deck anymore than to just add the Perks they obtain from leveling up. I haven't changed a card or anything. This is because I don't have to change a card, nor are there cards to change! I feel there is a need for more cards based on each class. Lots more. Allow customization for us to succeed, fail, or find a par within the game for each character. Battling Deck Vs Deck is what allows for great strategty!

I will say this game does touch on the same gaming heart string that I have for some turn based games, including Hearthstone. Yet, it allows movement of your characters and a GREAT CAMERA system. Good job team!

Hoping to coninue to update/submit more reviews as we see more updates and releases come out!
Helpful? Yes No Funny
Belvis
40.2 hrs
Early Access Review
Posted: July 22
Some sort of "progression" has been added, so you can level your heroes and your bosses now to unlock a few more cards and deck slots. This is still very "rough", but all these reviews saying "The game has no content/progression Q_Q" are outdated now/soon. :) So:
Pros of the game:
+++ Development team is working a lot and telling the players what they work on right now as you can see under "Recent Updates".
+++ The gameplay is unique and actually an EXTREMELY nice combination of game genres and has HUGE potential because of the MANY possible combinations of different heroes / different bosses and their cards!
+++ Choosing 3 heroes and building THREE decks for them is a lot of fun. (And even more decks for your bosses to kill other players. You can even watch "Replays" of your Bosses' battles while you were offline to learn how to improve your decks (or just watch them stomp other players :D ^^) ! )
+++ It seems like A LOT more heroes and bosses will be added from time to time.

Cons:
--- There is only "asynchronous PvP", this means that only the player who is playing the heroes is really playing the game, while the Boss is always being controlled by AI, even though his deck was CREATED by another player. However, you just have to think about strategies how to turn this into an opportunity by putting the right "chaos-creating" cards into your Boss decks.
--- The balancing of all cards will be the biggest challenge for this game, even bigger than in other card games in my opinion. (However, IF the developers will manage to balance the cards, this is not a Con and the game will be GREAT!)
(I did explain this problem in detail, but had to cut it out because my review was too long -.-)
Helpful? Yes No Funny
Tallsoldier
18.0 hrs
Early Access Review
Posted: July 10
Although I am a original Kickstarter backer for the game, I haven't spent much time with it since the game is in early development. That said , with the latest update 'character progression' I have now played it for a few hours and I must say I am loving it.

Being able to rank up both the heores and the bosses makes for some strategic tinkering with the decks over time.

Recommended.
Helpful? Yes No Funny
asumm33rs
0.2 hrs
Early Access Review
Posted: July 9
Great gaem...usually its just cards and blah but with this game u get to use em to strick and see the action. great idea. Glad I purchased!! Cant wait till future developments
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
Recommended
39.5 hrs on record
Early Access Review
Posted: September 25
The game is kind of a mix of Duelyst, Clash of Clans, and a tabletop RPG.

Customizing your own boss fight, and watching others try and figure it out is a lot of fun, and something I haven't done in other games before. You'll spend hours messing with your own bosses trying to figure out effective builds.

I'm really curious where the game ends up going in the long term since it's an AI based game with ranked mode. The metagame is undiscovered still for the most part since there are so few max level bosses around.

I originally thought AI sounded boring for a CCG. Hearthstone dugeons were no fun for me, and I decided not to keep playing Elder Scrolls Legends cause they forced you into doing so many simple AI games. Labyrinth, however ends up feeling more like a WoW raid than a stress free HS/Elderscrolls encounter where you have unlimited attempts.

Anyways, I would definetly recommend it. It really could use more players though because right now, I don't think many people are satisfied with how often their bosses are being raided ^^




Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
23 of 31 people (74%) found this review helpful
4 people found this review funny
Recommended
1.1 hrs on record
Early Access Review
Posted: March 7
Very early access, hopefully more stuff will be added. I could not beat the second level the boss kept spawning too many minions for me to kill. I will try again tomorrow on a good nights rest haha.

Oh name of game does not help your cause. I have told a few people about the game and hard to find if they type in Labyrinth in google. just a thought. too late to change now i bet.
Was this review helpful? Yes No Funny
15 of 17 people (88%) found this review helpful
1 person found this review funny
Recommended
4.8 hrs on record
Early Access Review
Posted: March 8
Very early Acess Review:

I wrote a lenghty First Impressions article in the Community hub (you need to know the game to understand it)
The TL:DR variant of this article would be that the game clearly shows where it wants to go and already has some polish. I really enjoyed playing it and i think if all promised features are added, this can get a deep CCG / TB-RPG experience.

Right now there is only PVE against 3 bosses with 3 Heroes, but it is enough to show the intentions of the developers. The Heroes all have a different playstyle and ressources, as the bosses have distinct strengths an weaknesses, that require certain strategies. Sometimes toooo "certain". If there is something to improve on, it would be the balancing on some cards ("Fire of Life" and "The Cross" come to mind) and give more room for different strategies.

I recommend this game right now for people that like to play PvE encounters and want to help improving the game.
Was this review helpful? Yes No Funny
16 of 21 people (76%) found this review helpful
1 person found this review funny
Recommended
34.0 hrs on record
Early Access Review
Posted: March 8
Game is early access and there is a limited amount of content available. However, the content that is present in the game is a lot of fun -- which bodes well for the future.

Labyrinth is a tactical dungeon crawling game where each hero has a deck of cards containing spells/abilities that the hero can use on combat.

More cards will be added over the course of early access, but the initial cards feature a nice variety of mechanics and tactical options. The heroes feel very different from each other, and the game makes you feel "clever" when you combine the Heroes' abilities properly to win a fight.

Game is fun so far. Very much looking forward to building my own Labyrinth later in Early Access.
Was this review helpful? Yes No Funny
10 of 11 people (91%) found this review helpful
Recommended
1.7 hrs on record
Early Access Review
Posted: March 8
Just based on first impressions, Labryinth seems to have very interesting tactical gameplay. Fight positioning, attack type, cooldowns, defense, buffs, minions... there are a lot of interesting factors at work and it would seem to have quite a bit have replayability. There are some UI issues to figure out, and they will need to get the business model just right, but there is a lot of reason to believe that this could be a very good game by the time it launches.
Was this review helpful? Yes No Funny
10 of 11 people (91%) found this review helpful
Recommended
10.5 hrs on record
Early Access Review
Posted: March 8
Just into early access and this newborn is looking fabulous. I have only had time to run one dungeon, but I am already impressed by the depth of the game. Right from the start there are combos to find and work to your best advantage. I am loving the thief type character and the enhancements he has to increase his damage and survivablity!
I just know that given more time to investigate and tinker about I will find great combinations for the healer and the fighter too.
Considering this is early access the game is looking really gorgeous. You never know what you are going to get with EA but this has impressed so far. I can wholeheartedly recommend this game for those of you who like like to think first then shoot!
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10 of 11 people (91%) found this review helpful
Recommended
4.3 hrs on record
Early Access Review
Posted: March 9
Absolutely happy with the EA! As the others said, not much content yet, but the base is definitely there, didn't experienced any bug. I really like the mehcanics and the graphics. More soundtracks need to be added. I made a big pledge for this game and I don't repent about it - it's really promising and can't wait to play more when the new content will be added!

If you like TCGs games and you are a Final Fantasy tactics nostalgic, just don't miss the occasion!

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8 of 8 people (100%) found this review helpful
Recommended
110.9 hrs on record
Early Access Review
Posted: March 30
This game has tons of promise and a long way to go. If you enjoy the game development process like I do, this is the perfect time to jump on board and see all the peices as they fall into place. You can even give your two cents about which pieces you like and why; the developers seem very receptive. If you are looking for something with polish and hours of game play, check back in a few months. I have no doubt this game is headed in the right direction.
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8 of 9 people (89%) found this review helpful
Recommended
3.7 hrs on record
Early Access Review
Posted: March 8
Very Early Access Review (2nd day)

A bit lacking on content at the moment, but defiantly shows potential. Current mechanics are fun and challenging, graphics and aesthetics are great, but no tutorial yet. When all the planned features are added, this game is going to be fantastic.
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8 of 9 people (89%) found this review helpful
Recommended
2.4 hrs on record
Early Access Review
Posted: March 8
Loved the first raid. I like the blending of genres

A few usabiliy fixes: rotate camera to allow for not being behind a minion, scroll map (on the hordemaster i lost control of theif due to being at top of screen on a shadowstep).
Overall this is a very fun game with small ui issues that should be easy to iron out.

Mechanics wise, i would love to be able to hold action or to make 2 non-move actions in a turn that both have nonzero cost. I found myself really wanting to armor up and then korghans(sp) armor.
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