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:
Mixed (19 reviews) - 68% of the 19 user reviews in the last 30 days are positive.
Very Positive (159 reviews) - 84% of the 159 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. 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:

  • 8+ Heroes and 8+ Bosses

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.

  • 6 Heroes and 6 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
  • Progression
  • Tutorial
  • Store
  • Crafting
  • Quests
  • Mac support
  • Free to play

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 (60)

April 18

Week 72 Patch


This patch mainly addresses bugs and other issues with cards. It should also fix disconnect problems we have seen with Giant Queen. We are still gathering data on the meta game and will address balance issues in a following patch.


Text on Invoke Ruin kicker

Trigger on Thirsting Axe Durability spend v multiple attackers in same turn

Harder They Fall damage result vs Boss

Moordiar, the Sorcerer and Sarkhet, Death's Envoy name missing on certain UI elements

Added redundant Tenacity check to Draw In targeting to prevent sequential pull of Heroes within Dauntless Vigil

Revised Exploit Weakness debuff evaluation to prevent calculation errors

Revised base Hero draw 2 to start of first tick instead of unit turn first tick to prevent lost draws from Temporal Anomaly and allow looking at all three Hero decks

Fixed text on Channel the Storm range

Fixed required stats on Death Grasp to match range

Fixed Molten Veins decreasing cost of Fire Channels

Fixed Blade of the Immortal spending on Counterstrike

Fixed Judgement of Urix kicker to process damage instantly to trigger Sarkhet's ability

Fixed restrictions on Dauntless Vigil preventing Sarkhet from adding to deck

Revised next attack buffs to filter out use on entire Channel so as to use/expire on first attack in Channel instead

Fixed Surefoot not ignoring Difficult Terrain

Revised Tranquil Bloom and Quicksilver arrow to refresh your move only

Fixed Beseech the Sun God healing after Assault

Fixed Time to Feed healing total damage done for each hit instead of just damage for that hit

Revised targets of kill triggers on Angel of Death ability, Ghostbite, Tinker's Warplock, Cycle of War to prevent missed triggers

Fixed summon triggers for Eerie Marauder, Dawn of Zha, Cave Spider to make sure they happen on tick and not boss turn

Added Tenacity filters to Venomfang Queen Tick add, Chilling Growl move debuff, Blizzard Golem move debuff, Shockwave and Crushing Blow Knockback, Howl from Within Tick add

Added redundant Tenacity check to Awakened Might targeting

Removed Tenacity filter from Word of Command targeting

Added Structure check to targeting on Subdue, Word of Command, Force Push, Howl from Within

Fixed Tremor damage result

Fixed Pounce movement result

Fixed tooltip on Doomsday Machine using Great Experiment structure for stats

Removed Strength of the Undying unnecessary filter preventing play by Boss

Minion Ai revisions to prevent moving out of revised range for Aspect of Zha and Cannoneer


Allowed Entreat the Goddess and Primitive Idol to be used on full Health targets for Devotion gain and Offhand turn passing, respectively

Increased Star Cost on Splinter of Nilath (3), Boots of speed (2) for Heroes

Increased Star Cost on Howl from Within (4), Heart of Primeval (6), Aether Tap (3), Force Blast (3), Chill of Ice (4), Geist-Charged Arsenal (4), Inertial Inhibitor (3), Warlord's Might (3), Horn of Uldenum (5), Strength in Numbers (4) for Bosses

Revised Giant Queen Armor to 1 and Health to 55

Nerfed Mech Scorpion to 35 Health for consistency with Mechanical trait Health v Armor balance

Switched odd/even for Mech Scorpion ability to prevent even Tick attack deck exploit

Tagged Magnetron, Dynomine, Arc Node, Flamewall Pylons, Voidmine damage as attacks and give visible attack power

Revised half health triggers and text to less than or equal on Bloodborn Bracers, Oath of the Deathless, Go For The Throat, Awakened Fury, Awakened Might, Awakened Force

Future Hero/Boss Price Change

Thank you to everyone who purchased one of the new heroes or bosses. We appreciate your supporting Labyrinth development while it is in Early Access.

In order to run Labyrinth as a free to play game that can sustain its operating costs and better cover the cost of development for a given hero or boss and their associated level-up cards, we will be increasing the price of the non-basic heroes and bosses in the patch after this one. We want to give players advanced warning so that they can buy any hero or boss at the lower price right now if they should so desire. Heroes and Bosses will still be purchasable with Gold.

Stardust Miscalculation

There was a bug in the calculation for Stardust that was refunded after the account reset in the last update. We will be fixing affected players later this week. Sorry for the inconvenience.

Rolling Updates

We increased the number of server instances for Labyrinth and will now being releasing rolling updates each time we update the game. This means that anyone who logs in after we release a patch will be presented with the new version, and those who are currently in a raid when we update will be presented with a screen after they finish that will tell them to restart the client to get the new version. This should minimize interruption and downtime for players.

14 comments Read more

April 12

Hero/Boss Build Update Notes

Build Update Notes

Maintenance Period

The servers will go down shortly and may be down for around 4 hours while we update the game. Thank you for your patience.


Added 75 new unlock-able cards, 60% of those are unique to the Hero/Boss that unlocks them, the other 40% are shared by all Heroes/Bosses of that trait. These occur more frequently during leveling.

Reduced total Star Points for both Heroes and Bosses. They gain Stars less frequently as they level, but there are no longer slots for Perks, so Heroes and Bosses can add as many as they can afford. Also rebalanced the Star costs for Perks across the board.

Added 2 new Heroes (Sarkhet, the Angel of Death, and Moordiar, the Sorcerer) and 1 new Boss (Mech Scorpion, Clockwork Beast).

Free Heroes are now Lavella, Rohin, Korghan, and Renna. The free Bosses are now Radaghar, Roggix, Adolphus, Queen of the Northern Wastes, and Maessna. The other four Heroes and two Bosses are now purchased in the store (if you don't already own them). The free heroes and bosses cover each of the disciplines and traits respectively, so when you get a card from opening card packs, you should be able to use it right away.

Fury spending is now automatic like Amps.

Changed medium range to 4 spaces and long range to 7 spaces to represent 1 and 2 full moves of distance away.

Re-balanced damage and healing as a function of range and Piercing across the card set.

Re-balanced equip cost, use cost, and/or durability of several weapons.

Re-balanced many of the lower Tick cards, with some instant cards now costing 1 Tick (in anticipation of being discounted to instant) and some 1 Tick cards now costing 2 to prevent playing as instants when discounted.

Nerfed both the offense and defense tutorials and reduced their length of play.

Since we made so many wide-sweeping changes, we will monitor hero/boss balance daily and as we see the need to do so, we will patch right away in an effort to iterate on the balance and address any emerging meta game issues.

Accounts Reset

Accounts had to be reset for this build as we mentioned previously. Similar to how we have reset accounts in the past: All card packs purchased with gold will be returned as gold and those purchased with Tokens will be returned as Tokens. Any card packs purchased with real money will be returned as Tokens. Gold on balance will remain and Gold from Ranked rewards will be added (see below.) Earned Stardust from Defense and email registration will be returned as well. Stardust from disenchanting will not be returned.

Backer Rewards

The following backer rewards have been enabled in the build and codes for them will be distributed next week according to the reward tier of the backer.

Backer badges
Bonus Loot (Gold) for Raids
Bonus Loot (Stardust) for Defense
Weekly non-giftable card packs
Ranked Seasons

We have added seasons to the Ranked mode. Seasons will be 1 month long, starting on or around the 1st of the month. This month's season will be short, since it starts now. Rewards will be given for this previous season that has lasted up to this update.

Season rewards are:

Rank eternal, 250 Gold
Rank 2-5, 200 Gold
Rank 6-10, 150 Gold
Rank 11-15, 100 Gold
Rank 16-20, 50 Gold
Rank 21-25, no reward
Client and Server

We optimized the client in preparation for porting Labyrinth to mobile. Many of those optimizations are in this build. So, things may look a little different than you are used to. If something looks "wrong", please let us know. Some of you on older computers should experience a more snappy game.

We did extensive backend server work to aid in migrating data from one build version to the next.

14 comments Read more
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Report bugs and leave feedback for this game on the discussion boards


“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

    • 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 Learn More
Mixed (19 reviews)
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