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:
Mixed (15 reviews) - 53% of the 15 user reviews in the last 30 days are positive.
Very Positive (184 reviews) - 80% of the 184 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.

  • 8 Heroes and 8 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 (66)

June 12

Week 80 Patch

Words of Praise

(And before we get ahead of ourselves, scroll down to read about Backer Rewards!) We are hard on ourselves and sometimes players are hard on us too. It's nice to hear positive words after a major update. Below is a selection from a few players. Thank you all for the criticism and the praise. Both motivate us to make Labyrinth better.

"you really improved the balancing, it feels WAY better now and I can take a lot of these points back and I'm motivated to play again." -traumspieler

"the joy that I'm experiencing in playing Labyrinth after the most recent update has increased SIGNIFICANTLY!" - HallowHawkshaw

"I've been trying it for a few days now and it got more balanced, it's true. I lose in defense, which I don't mind because at least I wasn't there using my time to lose those battles XD. You nerfed some of the best hero cards, but that's ok, they were overpowered, especially the warrior ones. I hope you keep up with the good job, this game is awesome in many aspects, especially art and mechanics." -gaballufix

Bug Fixes

- Unreadable text on Lifespark Last Words buff
- Highlight preview on Cloud of Steel
- Bag of Endless Things no longer spending Amps
- Rebirth with Devotion spend healing to max target Health now instead of caster max Health
- Mine Securitrons now receive bonuses from Weapons Expert and Upgraded Chassis
- Provoked debuff no longer removing movement from targets with Tenacity
- Eternal Renewal no longer triggering on Pull Through the Veil
- Gilgarra's Mantle now triggering even if target of Attack card dies
- Vengeant Strike damage now matches card text
- Shockwave with Violent Impact Perk no longer ignoring targets with Tenacity for damage
- Lifespark and Deathspark suicide abilities now working until dead instead of just on first Tick, added text to Deathspark regarding this
- Doomsday Machine now summons with same Health that Great Experiment had before summoning


- Rousing Strength now costs 2 Ticks
- Armorcraft Armor buff now lasts 5 Ticks, only stacks Duration
- Visuals on Stomp and Titan's now more appropriate to names
- Removed range text from Pounce to prevent confusion as to targeting of attack

Forgot to Mention

Last update's report was exceedingly long because of all the changes and several important items fell through the cracks. Here are the things we forgot to mention:

Return of Stardust

We removed 48 cards from the set. Although there isn't any pop-up screen in the game telling you which cards were removed from your collection, we granted you the Stardust disenchant value for each card removed from your collection, so you can rebuild your collection. This Stardust is temporary for use during Early Access and will not be part of a refund when we reset accounts when Labyrinth exits Early Access.

This award of Stardust is not related to the previous miscalculation during the April 13 Hero/Boss Store Update, which has already been accounted for as described in a previous report.

Gold Cap

Earning gold is now capped at 70 wins per week, resetting Sunday midnight UTC. This affects approximately 2% of players.

Card Draw

Cards are now drawn and placed in your hand on odd ticks unless a card modifies that.

Easier Bosses

This last updated indeed nerfed the bosses, however many people have not yet reset their boss decks and are running decks that had cards which we removed, so they are incredibly weak. Update your boss decks for more of a chance to win.

Some top players already have very strong Bosses, so it is possible to find new combos that are hard to beat.

Request for Feedback

What do you think about the game balance now? Please tell us in Discord and the Steam Discussion forum. We think we may have gone overboard on making it easy, but are interested in hearing your opinions. Please let us know now and in a week or two once people figure out the new card set.

Partial Victories for Bosses

In addition to 5 Stardust per hero plus 5 more for killing all 3, Bosses will also generate 5 Stardust from players who retreat right away. Players who give up and retreat later in the encounter will count as the Boss killing all 3.

Reminder about Getting Raided

If you haven't played for awhile and just recently returned to the game and played a lot, but your boss hasn't been raided, you may have been raided a lot while you were away and amassed negative raid credits. You will need to raid a lot to burn those off and then you will start seeing raids again.

Also raids on your Boss won't be instant, in some cases they come bunched up a couple days after you play a lot.

Backer Rewards

An email with your key was sent to you. If you didn't receive it please check your spam and promotions folder. If you find it there, please mark it as not spam to help future rewards get through.

This set of backer rewards only includes backer badges, offense and defense loot bonuses, and 5 card packs per week (non-giftable variety) rewards. Each key will unlock the appropriate rewards for your tier. Other rewards will be distributed in the future.

Discipline Specific Card Packs for Completing the Introductory Tutorial

Known Issues

There is a rare crash bug. We have seen it 4 times in total. If you experience a crash, please send us your output log file. How to find the output log file: http://i.imgur.com/LA3Roxu.png


We've mainly been working on this patch for the last week, but the following progress was made on the main line.

- The engineering team improved replay UI and worked on unit stats.
- The art team roughed in Blaster level art, textured the shadow boss, and created concept art for Ardelon level.

6 comments Read more

June 6

June Update

What's New

Card Set Rebalanced
New Perk System
Crowns in Ranked
Partial Wins for Bosses
New Boss: Celestial Giant
Change in Free Bosses
Unlock Cards Shown in Store
Discipline Card Packs for Completing Tutorial
Hero/Boss Price Change
New Item: Korghan Skin
Backer Rewards


In the last update, our goal was to re-establish the difference between the abilities that affect health: melee attacks, ranged attacks, and healing. The efficiency of ranged attacks and healing abilities were reduced to account for their greater flexibility. This mostly affected Heroes, which reduced their overall damage output, and as a result the balance of the game shifted in the direction of Bosses. Our data have shown that since the last update, both Heroes and Bosses were winning about 50% of the time. In another game, this might be the ideal balance, but because of the nature of Labyrinth's asymmetrical gameplay, we feel that the active human player should be winning more often that not. All things being equal, this means that the overall balance should favor Heroes. We've spent the last month doing a thorough pass on the card pool to shift things back toward the Heroes. We've also identified and corrected some outlier cards that were way above the curve in terms of power level.

We've also made a significant number of changes to the basic (free) cards. Our intent is to further simplify the cards that players are first exposed to in order to reduce the complexity of the game in the first several hours of play. Some of the staples have been moved from basic to common, and simpler versions have taken their place at basic. Other staples have been kept at common in a simplified form, but may be modified with Perks to regain their original complexity (and sometimes gain new power.) These changes should help new players understand the game a bit better, and grow into the complexity of the game over a longer period.


We have also taken a fresh look at Perks. Our experience showed that common perks had kind of a clunky role within the card pool. Some of them were very powerful and were crafted by players early, but then those same players would later open several duplicates that were only good for Stardust. In general, it wasn't clear what made a Perk common or some other rarity. We've introduced a new keyword: Stack. Stack is always accompanied by a number. You may add a number of copies of a Perk with Stack equal to the Stack number. From now on, common Perks will generally have Stack. Higher rarities may also have Stack, but its main home is common. To go with the new keyword, we've designed a new suite of Perks at common. Most of these new cards modify specific spells. Our intent is evoke the feel of adventurers leveling up their key skills and abilities. Perks that affect the whole deck have been shifted to higher rarities, which is a better place for powerful, "build-around" cards. The big-picture goal is to make common Perks more collectible, and have their own role within the design.


As active players in Ranked mode are probably aware, there have been several ongoing issues with Ranked mode in the time since it was introduced. Some of these issues have to do with the unique nature of Labyrinth's matchmaking. Traditional ladder systems assume that gameplay is symmetrical, but Labyrinth isn't. This results in some strange dynamics, as players rocket to the top of the ranks based on the performance of their Heroes, and their Bosses make very little contribution.

With this update, we have added a new (experimental) feature to Ranked play: Crowns. Crowns are similar to Skulls, but with a few key differences:

* In order to gain a rank, you need to gain a Skull when you have both the maximum number of Skulls and Crowns for your current rank.
* You earn Crowns only with Boss victories or partial victories (battles where you have at least 1 Hero kill.)
* Unlike Skulls, Crowns are not lost by losing games.
* When you lose a rank, you lose the Crowns for that rank.

The purpose of Crowns is give Bosses more input into a player's ranked performance. We also hope to slow down progression through the ranks, which will hopefully improve the quality of matches. This is an experimental feature as we figure out the best way to combine the two modes of the game into a single competitive experience.

Partial Wins

There are now partial wins for bosses. So, if a boss kills a hero they will get 5 Stardust, even if the heroes kill the boss. If the boss kills all the heroes, it will get an additional 5 Stardust, for a total of 20 Stardust.

New Boss: Kairon, the Watcher (Celestial Giant)

We welcome our eighth Boss to the battlegrounds of Labyrinth! Kairon, the Watcher is a servant of Nethra, the god of Time, and stands guard over his domain on Urix, the most distant and mysterious of the planets. Kairon has the Celestial and Giant traits, giving him a range of some of the most powerful spells and minions in the game.

With the addition of Kairon, we have completed the first eight Bosses, and now have a set that gives you two different choices for each boss Trait. Starting later in the summer, we plan to release a new set that adds a third boss for each Trait. We will release more details as those patches approach, so watch for future updates!

Unlock Cards Shown in Store

Now you can see all the cards that you are getting before purchasing a hero or boss. After selecting a hero or boss in the store, click on the 'More Info' button to see the list of cards.

Discipline Card Packs for Completing Tutorial

We have replaced the 3 random booster packs that we were giving as a reward for new players completing the introductory tutorial with 4 random Discipline specific card packs. This change gives more options for new players in deck building early in the game.

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 have increased both the cash and Gold prices of the non-basic heroes and bosses. Heroes and Bosses are now 2900 Gold and $9.99 USD.

Skins! Korghan the Reckless

Give Korghan a new look! The Korghan the Reckless skin--the younger version of Korghan Twice-Born, how he looked in his first life--is available in the store for 2000 Stardust or $4.99 USD. After purchasing, go to My Decks, select Korghan Twice-Born under Heroes, and then click on the 'Skins' button in the bottom center of the screen. After that, you can toggle the available skins in the window on the left.

Backer Rewards

Emails with codes for certain backer rewards will be sent out later this week. After redeeming the code, backers will have a nice green "K" in front of their in-game name.

Known Issues

Warfare Epic Hold the Tide provides +2 Armor but does not trigger the Turn the Tide card being added to hand after five attacks.


Since last week the team completed the following items.

The engineering team worked on caching inventory for mobile; optimized opening packs for mobile; worked on saving Explore mode data to database and messaging back and forth from server; and cleaned up highlights.

The art team created elemental caster; created card art; added animations to Blaster; textured Pyro skin; worked on shadow boss; and created animation for Blaster's ranged attack.

The audio team fixed a crossfading issue.

The design team revised lair slots; changed card rules; and created content for Explore mode.

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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

    • 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 (15 reviews)
Very Positive (184 reviews)
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