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:
Recent:
Mostly Positive (10 reviews) - 70% of the 10 user reviews in the last 30 days are positive.
Overall:
Very Positive (167 reviews) - 83% of the 167 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.

  • 8 Heroes and 7 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 (62)

May 16

Week 76 Progress



State of the Meta

In the past we showed an analysis of hero or boss balance versus their popularity. Below are graphs updated with data from this current update. As can be expected, Lavella, Korghan, and Renna are quite popular since they are basic heroes, but other combinations of similar Discipline heroes provide a bit more power, propelling the Faith, Warfare, Wizardry parties to the right on the win / loss axis. We are taking this data into consideration in re-balancing for the upcoming update.



As can be seen from the boss balance chart below, Maessna is clearly a powerful boss, but hasn't become the most popular boss like Radaghar with Pale Rider had in the past update. Our analysis shows that Caster cards give Maessna her advantage. It's possible that Adolphus, also a Caster, could become very strong if played similarly, but may be overlooked being one of the basic bosses. MechaScorpion also remains strong, but is not popular. As for the heroes, the upcoming update takes the data shown below into consideration for re-balancing the cards.



Additionally we have put together a system that, on a daily basis, automatically monitors all the cards used in Labyrinth. This monitoring system provides a huge amount of data that we are taking into account now when we rebalance cards. Because the core set is going to change fundamentally in the next update, we don't mind sharing this meta changing information right now: here is a summary of some cards you might want to play (or not play) pulled from today's card ranking.



Upcoming Build

New Boss:


We're hard at work on the next update, which should be dropping soon, in a week or so. Our main focus with this update has been balance, but we've also been making some significant changes to the card pool in other ways. Here is a preview of some of the upcoming changes:

Balance

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.

Perks

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.

Basic Card Pool

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.

New Features and Content

There will be a new boss and we will introduce a hero skin too. Plus other additions...



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 both the cash and Gold prices 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 said that we will be fixing affected players, but have not had the time to complete the calculation. Sorry for the inconvenience.

Backer Rewards

Codes for some of the Backer rewards, those mentioned previously, have not yet been distributed due to time constraints working on other aspects of Labyrinth. It is in the works. Sorry for the inconvenience with this too.



Development

The Engineering Team worked on perk stacking; purchasing and switching skins for heroes and bosses; tutorial data progression data moved to server; added partial Victories; daily gold cap; Hero/Boss shop card preview; raid limit display, raid credit display; Discipline packs; season reward dialog and info; ranked crowns; Steam DLC.

The Art Team worked on the Blade Master Skin; a Spirit Beast Boss concept; Skinned Death's Harvester and Celestial Giant; completed Celestial Giant; made backs for Shadow boss, Renna, and Fayden.

The Audio Team worked on sounds for minions; traps; planning for Heroes' sounds; added missing sounds; preparation for Voice Over.

The Design Team worked on ​new beast, caster defense cards; made card revisions to sorcerer, celestial, elemental, giant defense, ​mechanic, spirit cards; card balance pass; ​ blast vs ranged mods; ​card display cleanup; finished celestial giant; formalized adventure mode spec; automated Meta and card analytic monitoring.

23 comments Read more

April 26

Week 73 Patch



Card Fixes

  • Revised Quicksilver Bauble to not target self and revised range to 4
  • Fixed Warcaller's Chant breaking on Warfare Hero first in tick by switching timing to end of turn
  • Revised equation to show correct damage blocked for Null Barrier
  • Revised Angel of Death unlock to only give one Opaline Ossuary
  • Revised Evasive Maneuvers, Steely Resolve to not block destruction
  • Set Strangle/Extinguish to destruction
  • Fixed Earthquake Tremor
  • Fixed range on Pound
  • Fixed Armor on Kylee
  • Fixed Beseech the Sun God heal not canceling on Assault
  • Revised targeting on Swipe to allow retargeting if initial target moves out of range
  • Added filters to Perks triggered by card types to prevent triggers on Channel sub-actions or serial actions in cards with multiple actions
  • Added flag to Elemental Mastery results to prevent counting as individual card plays
  • Revised card discount filter equation to allow actions that equip Offhands to be discounted
  • Revised Kylee and Renna default weapons to range 7

Other Fixes

Between healing and a shot in the dark, we are attempting to fix some bugs that emerged once there were lots of players playing lots of encounters. It's hard for our small team to verify that are fixes work, so please let us know if you are still experiencing these problems after this patch.

  • Fix for black screen/blank dialog
  • Fix for "loop" bug where players would be stuck playing same opponent over and over
  • Fix for disconnect at end of encounters
  • Fix for encounters getting reset to Tick 1 after a disconnect
  • Revised conditional discard actions for Bosses to give same priority to discard unplayable cards as playable cards
  • Fixed bug with inventory not getting added
  • Fix for friend list not finishing loading when you have 0 friends



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 said that we will be fixing affected players last week, but have not had the time to complete the calculation. Sorry for the inconvenience.

Backer Rewards


Codes for some of the Backer rewards, those mentioned two weeks ago, have not yet been distributed either due to time constraints working on other aspects of Labyrinth. It is in the works. Sorry for the inconvenience with this too.



Development

In addition to getting this patch out, the team did the following work to advance Labyrinth:

  • The art team worked on the 8th Boss, the Celestial Giant​; a skin for the Blade Master; and art for the Doom Clock.
  • The design team worked on balance for the next update​; as well as ​new cards.
  • The engineering team worked on inventory migration; a change to the matchmaking algorithm to match by Stars; AWS/FTP runner bug; Android build; and store UI for skins.
  • Haven't heard from the audio team this week.

7 comments Read more
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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
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Mostly Positive (10 reviews)
Overall:
Very Positive (167 reviews)
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