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.
Recent Reviews:
Mostly Negative (11) - 36% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (234) - 75% of the 234 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.

  • 9 Heroes and 9 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 with DVR style controls
  • Progression
  • Tutorial, both for offense and defense
  • Store
  • Crafting
  • Quests
  • Mac support
  • Hero skins
  • Free to play
  • RPG adventure system

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 (90)

February 21

Adventure Update

The long-awaited RPG update is here!


Embark on a new adventure through the city of Starfall on a quest to find the entrance of the Labyrinth. Enjoy a new expanded story as you explore the mysterious and dangerous streets of Northgate and Smithstone. While your heroes are away, protect your Lair with your Boss against would-be interlopers!

Important Changes

Improved progression. Your Heroes and Bosses move to each new zone together, and gain in power as they do so. Stars are tied to your location, and no longer gained with level. Level still unlocks cards.

Adventure combines other modes. PvP and story content are woven into a single campaign. As you battle your way to the heart of the city, you encounter the Bosses of other players who are doing the same.

Simplified economy. Gold is now primarily used to buy card packs. Stardust is used to craft cards and buy Heroes and Bosses. Additional rewards along the journey to get to the Labyrinth. Hero Card Packs and Boss Card Packs have been added for real money purchase.

Quests temporarily disabled. A new quest system will be turned on in a patch in the couple weeks, as we get back to a regular cadence of updates. The additional rewards from the tutorial and Northgate, plus the reward at the end of the Labyrinth should more than compensate in the short term.

Please let us know what you like about the changes and any questions you may have. We will follow-up with another report next week.


Free Range Games


Known Issues

* Quests have been temporarily turned off while we finish refining the new Quest system
* Consumable items in Hero inventory are being moved back to the Lair stash upon Hero death
* If you leave the adventure map with your Heroes on your Lair, but don't Return to Lair, when you hit Play to return to game you will pass through the Lair but not cure Wounds or respawn empty map locations until you go to map and hit Return to Lair
* Card pack rewards and, in some cases, card unlocks are being granted but reward notifications for them are not appearing
* Dupes filter in deck editing includes 2nd copies of Stack 2 Perks
* Some UI elements move out of place in certain menus on multiple viewings of the same screen
* Scrolling Heroes and Bosses in the store isn't intuitive New icons are disabled on new cards added to Collection

Card Fixes

* Kylee's passive ability was unnecessarily restricting draw with a full hand to replace the triggering Ranged Attack card played
* Whetstone was not adding "Draw a card." to Acuminate text
* Spiked Vambrace was only giving Counterstrike 1 not Counterstrike 3
* Crackling Tesseract could not be used actively, only passively
* Untamed Flames kicker could hit same target twice instead of second target
* Petrifusion with Phial of Smokestone was spending Molten Veins
* Walk the Mists was allowing teleport next to enemies
* Howl From Within was sometimes not appearing in the action feed
* Ember Hounds cards still had Volatile text on card inspect even when Ignited Hounds Perk had removed it
* Frozen Solid erroneously described as increasing Attack, but increases Armor
* Gravity Generator wasn't triggering on pick up of Defense Orb
* Blade of the Deathless was playing with no valid targets when only Hero had Stealth
* Crown of Vaylar was missing some Minion kills in its count

Card Revisions

* Pickpocket now won't place drops on occupied spaces, but can be wasted if there are no empty spaces
* Relic of Ynoth now costs 3 stars instead of 4
* Necromotivator now costs 4 stars instead of 5
* Bloodborn Bracers now costs 4 stars instead of 5
* Mastery of the Ways now costs 4 stars instead of 5
* Coiled Dragon Technique is now 3 Tick Windup, 3 Piercing in Blast 2, 3 Armor during Windup, no Fury kicker
* Phial of Smokestone now costs 2 stars instead of 3
* Militant Monk now costs 2 stars instead of 1 and has speed 2 instead of 3
* Unstable Core now gives Frozen Sentinels "Last Words - Enemy characters in Blast 1 are Frozen."
* Power Slam is now Blast 2 not Cross 3
* Thundering Rage now won't be played without an adjacent enemy
* Zha, Which Eats the Sun now draws and plays Breath of the Sun instead of doing the equivalent as a default attack action
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January 26

Week 112 Progress


Since the last progress report we encountered a couple bad bugs that put us behind our desired schedule, but we've moved past them and in the process had the opportunity to rethink the onboarding flow and made a big change to the organization of the tutorial content to fit that better flow. Additionally, the team worked on the following.

The Art Team created more card art; modeled dialog characters, Engineering A & B characters, Smithstone tiles and others for Smithstone; colored all levels; post-processed color grading; completed the Church Entrance; created Shenjang map; created Boss map concept art; created UVs for Smithstone tiles; improved reward screen; and skinned dialog characters.

The Audio Team mixed music; improved transitions; created ambiences for all adventure levels, convo bubbles, and encounter sound.

The Design Team wrote Pyro tutorials; ​worked on loadout and chapter select ui​; tested tutorials​; researched streamers; created scenario art; added scrolls & potions art; rewrote Pyro tutorial; adjusted loadout scene and level unlocks; adjusted lighting; changed pyro flow, smithstones encounters, and PvE balance; integrated Smithstone map; revised Thief tutorial; added onboarding tips; revised progression and rewards spec.

The Engineering Team implemented migration code for update; optimized build; restored iOS build; implemented new analytics; updated store prices; added ​replay indicator; added code for PvE raids for tokens; descend room bug, new pyro unlock, tutorial auto-starts; and fixed starting way point.


We are going to spend more time on Twitter to liven things up a bit over there, so if you have an account, please follow @LabyrinthOracle and say hi. Please share any screenshots you think are cool. We'll like and retweet.

Upcoming Update

Still upcoming. Working to get the current internal build into testing. OK, it just went out before I could hit send on this progress report.

The images in the report are new art you will experience in your journey through the city of Starfall on your way to the Labyrinth.

Fun Stats

Now that we have a new analytics system implemented, since the company providing the old one shut down, we are going to looking up fun stats every week and posting them on Discord and Twitter. If you would like to request something, let us know.

⚔️ Slowest Kills ⚔️ These players won their raids, killing the boss after the doom clock. KO420 managed to soak up more than 36 points of damage at the end and still survived!

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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

Mac OS X
    • 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: 2 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
    • OS: 10+
    • Processor: MacBookAir+
    • Memory: 2 GB RAM
    • Graphics: MacBookAir+
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Integrated sound is sufficient
    • Additional Notes: Disk space requirement will increase as content is added to the game throughout Early Access
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