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:
Very Positive (141 reviews) - 86% of the 141 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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Recent updates View all (57)

March 15

Week 67 Progress



Development

We are still working toward the next major update in a few weeks, just starting internal playtests this week. The other tasks the team completed this past week include:

The Engineering Team ​in an effort to optimize for mobile removed the mask from the UI; ​reduced drawcalls from offense HUD; worked on migration system; implemented ​backer rewards; ​fixed timeline elements; improved Deck Builder; ​fixed slow health animation; improved deck builder; gold earning from special card; worked on Ranked mode end of season; and refactored ​tag data and caching.

The Art Team combined minion meshes​; made a low poly Zombie and textured it; skinned Pirate and Mine Securitron; worked on ​idle animations for menus; and created animations for Queen's Attendant.

The Design Team worked on card design and balance.

The Audio Team added sounds for Serpent; Aspect of Zha; Battlefield Lurker; Blizzard Golem; animation events for minions; and missing hero sounds.



Balance

We are aware of the balance issues many players are struggling with. In order to work towards a more balanced card set, we created some tools to visualize the data we have collected from player decks. We decided to share some of the aggregated data today, even though we realize that it may shift the meta for the next few weeks. In the next major update we will be making significant changes to the card set, so strategies you use now may become ineffective.

We are well aware of how popular Radaghar is. It may seem like everyone is running him, but less than 40% of players are right now. The graph below shows how popular Radaghar is, mainly because he has a high win rate, in relation to the other bosses that under perform.



We also analyzed party composition. The Korghan, Lavella, Renna combination is the most played, but the Korghan, Lavella, Rohin tends to win the most. In addition, most combinations that include Renna seem to be worse off.



The above graphs isolate the heroes or the bosses by themselves. The chart below shows the relationship between the two in terms of Win/Loss ratio from the perspective of the heroes. To make the chart easier to read, the values have been color coded. The more red a value is, the more the heroes are winning; and the more blue a value is, the more the boss is winning. This chart shows who is strong or weak against their opponent.



Going a few steps further, we analyzed the actual cards played and in which decks, in several different ways. In summary, what we mentioned in the last update still holds:

Players should not ignore common cards, especially those that do not have numbers on them. There are many useful utility cards that do not appear great at first, but the best players are using them to defeat hard boss setups. There is a tendency among most players to select the biggest damage dealing cards and the highest rarity cards for their decks. With the current card set, this is not the optimum strategy in many cases.

To make that a little more concrete, the table below shows the 10 most used offense cards by players who win a lot but are ignored by players who usually lose, versus the 10 most used offense cards by players who tend to lose but are not usually in the best players' decks. This is not necessarily a list of powerful vs. weak cards or good vs. bad cards, but just a measure of frequency of how often the cards appear in decks. They might not even get played a lot, or they may require other cards in combination to be effective. Obviously, this is not the end-all-be-all for determining what a good card is, but it might help you craft some more interesting decks.



Furthermore, we created a tool that will measure the balance of cards used on a day to day basis, so after the next update, if we see a card starting to dominate the meta, we may be able to release a quick patch, so we don't end up with a situation like Pale Rider again.



Review

Valve has changed how ratings are calculated again, so if you haven't already, could you please write a review on Steam.

14 comments Read more

March 8

Week 66 Progress



Game Developer Conference

Labyrinth was showcased Monday afternoon in the Intel booth at GDC last week. It was selected since it works great on the new Intel graphics chipset.

We also met with Playfab senior management since they had a booth at GDC. We reiterating the need for inventory store improvements, so that we can add bulk card pack opening and mass disenchant features to Labyrinth.



Development

The focus of the next major update includes adding a Hero Store, a balancing pass for cards, and features to fulfill Backer rewards. Mobile optimization is also underway and Labyrinth currently maintains a frame rate of 30+ fps on Android. We are working to hit 60 fps this week. That has required optimization changes to coding and art, many of which will be included in the upcoming PC update. Mobile will be released sometime in a future update.

More detail on what the individual teams have been working on for the past two weeks.

Engineering Team - The engineering team worked on backer rewards including backer ​badges, extra gold/stardust; hero store functionality and UI; enhancements to the Announcement system; Skybound Insiders integration; profiling and optimization for mobile, including scripts, HUD, shell, controls, materials, card engine equations, and fixed bugs caused by optimization;​ serialization for migration; fixed game logic threading issues; and improved the build system.

Art Team - The Art team worked on effects for Aether blast, Annul Spell, Stone Rain, and others; sculpted models for the low poly Pirate, Securitron, Zombie, and Wastelander hero; concepts were created for a boss and hero skin; art optimizations for mobile were done for Celestial Giant, Giant Queen and Minotaur levels, Defender and other minions, rebuilt prefabs to reduce drawcalls, and created a single drawcall room; and skinned mine worker (that's not as gruesome as it sounds).

Audio Team - The Audio team did a sound pass on minions.

Design Team - The Design team worked on card design, including​ card fixes, adding more cards including a few more Legendaries, and design work on the Queen's attendant.



Deck Building & Balance

Since the New Years Update on January 5, we have been collecting data on every card played in every encounter. That has created millions of records in our database in the last 2 months. Recently we finished building a tool that allows our designers to visualize this massive amount of data for heroes, sorting cards by frequency of being played, opened in card packs, crafted, disenchanted, "discrafted" (disenchanted and then later crafted), added and removed from decks--over disciplines and levels for all players. We plan to expand this tool to visualize boss deck cards too.

One major insight is: players should not ignore common cards, especially those that do not have numbers on them. There are many useful utility cards that do not appear great at first, but the best players are using them to defeat hard boss setups. There is a tendency among most players to select the biggest damage dealing cards and the highest rarity cards for their decks. With the current card set, this is not the optimum strategy in many cases.

The next update(s) will have extensive shuffling and recategorization of cards, as well as some rule changes.



Next Major Update

The next major update will be in a few weeks. Accounts will be reset then. 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 earned Stardust will be returned as well. Stardust from disenchanting will not be returned. This is the method we used last time with the addition of Tokens and real money.

In a future progress report, we will address how the Hero Store will impact unlocking heroes and bosses going forward.



Discord

Join us on the official Labyrinth Discord server to chat about Labyrinth and get tips on how to play from other players: https://discord.gg/labyrinth

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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 Learn More
Overall:
Very Positive (141 reviews)
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