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:
Positive (45 reviews) - 88% of the 45 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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Recent updates View all (29)

October 19

Week 45 Progress


Over the past week and a half our team has been hard at work getting features and content ready for the next major update. Below is a list of what the team has accomplished so far.

  • The Engineering Team worked on bugs, bugs and more bugs; protobuf tweaks; Quests: tracking events.

  • The Design Team worked on card revisions; Defense Tutorial Encounters; Raid Room: Rewards; Fireheart Defense Tutorial Encounter.

  • The Art Team worked on card package 6; New Evil Thingy; Doomsday Device; Earth Spear; Mustered Might; Earth Spear; Mindless Golem; Storm Caller; Tick Tick Boom; Celestial Giant modeling; intergrated summon FX; prep card art packs.

  • The Audio Team worked on Defense screen panel movement; UI reverb; scene reverb; Audio for new boss challenges; Object sounds tuned; Robot Welder; reduced attenuation; start of encounter fading.

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October 10

Week 44 Progress and Game Update

Bug Fixes

  • Spectral Escort triggering after first turn
  • Speed Drag triggering every Tick after first Tick
  • Speed Drag affecting Tenacity
  • Force Push affecting Tenacity
  • Force Pull affecting Tenacity
  • Minotaur special ability affecting Tenacity
  • Arm with Magicks affecting Structures
  • Steely Resolve damage
  • Typo on Stun text
  • Walking Bomb text not matching damage
  • Removed unreleased cards from pack opening


Over the past week our team has been hard at work to get ready for new content to be introduced into Labyrinth, here is a quick glance at some of the items they have completed.
  • The Engineering Team worked on refactoring Deck Collection; Raid Rooms; Rewards from the server; AI behaviors.

  • The Design Team worked on designing card descriptions; earth summons.

  • The Art Team worked on Portals for defense screen; Celestial Giant; Mech summons; card art packet prep; Charging Rhino; structure concept, Doomsday.

  • The Audio Team worked on Adventure Comment Panels; robot explosions; trigger limiting; audio fx tuning; tech block.

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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
Customer Review system updated Sept. 2016! Learn more
Positive (45 reviews)
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35 reviews match the filters above ( Positive)
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
60.8 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 ^^

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1 of 1 people (100%) found this review helpful
10.5 hrs on record
Early Access Review
Posted: October 22
I really enjoy RPG dungeon style games. Being able to both make your own dungeon for players to take on and tackle other player dungeons sounds quite enticing. This review is based off ~5 hours of gameplay without reaching level 15 on 3 heroes to try "ranked play" maybe having opened ~15 packs(free)

Being an early access game, understand there are incomplete features / UI and bugs that will be present.

First I should say, the 'customize your own dungeon with minions, etc" is exaggerated. What that means is just pick an AI boss with a preset of cards and then done, no more customization. You have no control over the layout of the boss area, no control over the minion placement, the only control you have is throwing in cards for the AI to hopefully use intelligently. I went in with a different mindset thinking I could customize countless things but can only choose what cards the boss plays. Maybe the future will be able to do this, but right now it disappointed me. But I did enjoy my boss getting a 2-0 victory so far, that was fun to watch

The beginning launches you into a helpful tutorial where you grasp the core concepts of the game, but after the tutorial you still have to figure things out for yourself in a 'clunky' type way.

There are cards that have effects that haven't been defined in the tutorial so trying to view that is troublesome where you learn what it does in-game or in the deck builder if you can hover your mouse over the effect intime before the card disappears since it assumes your mouse is going to another card.

Balance, leveling 4/5 heroes past level 10, the game balance is fun and decisive with how you use your cards and position your board. I really wanted to make the "rogue" type hero work as a main member to my Mage|Priest|Rogue team but he really falls short. He's the most played but for now I traded him out for the hero with a big 2h. Mostly because his dps and survivability doesn't compare to the "warrior" type group. It feels good to know the AI isn't something you can plow through for now.

Overall, I have enjoyed this game and look forward to playing it in the future, but for now I would wait a little longer before dedicating yourselves to see what comes next from the developers.
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Most Helpful Reviews  Overall
15 of 17 people (88%) found this review helpful
1 person found this review funny
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.
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21 of 29 people (72%) found this review helpful
4 people found this review funny
1.5 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.
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16 of 21 people (76%) found this review helpful
1 person found this review funny
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.
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10 of 11 people (91%) found this review helpful
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.
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10 of 11 people (91%) found this review helpful
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
4.7 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
133.5 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
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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Recently Posted
6.0 hrs
Early Access Review
Posted: October 7
Really fun and the new tutorial makes it easy to understand how to play
Helpful? Yes No Funny
Zico Coconut
9.9 hrs
Early Access Review
Posted: October 6
It's a fun game. It's Early Access so there are some bugs but the core game is very interesting.
Helpful? Yes No Funny
60.6 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.

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.

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
8.6 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
7.3 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
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
9.1 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!
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