A text-based dungeon crawler with a heavy emphasis on combat and looting. Features 16 playable classes each with 9 abilities and 30+ enemy classes with their own 9 unique abilities. Countless combinations of item generation possibilities.
All Reviews:
Positive (12) - 91% of the 12 user reviews for this game are positive.
Release Date:
Jun 21, 2017

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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?

“The game is currently in a stable, playable state but there's still more I want to add before I feel the game itself is complete. Right now not all features are in the game or the features that are present feel incomplete. For example, not all enemies and bosses are in the game (I want there to be at least 24 enemies and 13 bosses and as of mid June there's 20 enemies and 10 bosses), and I want to change how some rooms function. I also want to change the main menu UI to be less outdated.

I'm also using Early Access as the bug-squashing phase. Keep in mind this game was fully created by just one person so there's bound to be some issues that slip under the rug. Most major issues have been dealt with, but there's still some smaller or otherwise more stealthy issues that haven't been fully discovered yet.”

Approximately how long will this game be in Early Access?

“However long it takes me to fully implement the base features I originally wanted the game to have. Since the game is made by just one person, this could take some time as updates involve extensive testing. I do have a job outside of development so the amount of time I get to actually work on the game is very variable.

To actually answer the question, I hope the game comes out of Early Access in at least 3 months and at most 8 months.”

How is the full version planned to differ from the Early Access version?

“The full version is going to have all the base enemies and bosses I have planned (currently not all enemies and bosses are in the game). The main menu UI is going to be different from the current, placeholder-y feel it has now. I also have plans on revamping some rooms to make them more interesting. Early Access also gives me the opportunity to balance out the player/enemy classes, as there's so many interaction that it's hard just by myself to know what needs tweaking.”

What is the current state of the Early Access version?

“It's stable and it's beatable. There's few major issues known but you can go through an entire run without running into any problems. Right now the game is in Beta phase. It left Alpha stage several months ago, and next is the Full Release phase which'll hopefully come in the next half-year or so.”

Will the game be priced differently during and after Early Access?

“I do not plan on changing the price at all after the game leaves Early Access.”

How are you planning on involving the Community in your development process?

“I'm going to use the community to generate feedback on what I can do to make the current game even better, as well as taking ideas people have on what they would like to see added (new items, spells, classes, rooms, etc.) and adding them into the game if I think it'll fit well with what's currently in place. Any compliments or criticisms are welcome as I want to know what I'm doing right as well as what I'm doing wrong to make this game the best it can be.”
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Recent updates View all (31)

March 20

Patch 0.9 for the Testing Branch has a new update!

So this is a small update to patch some major issues as well as changing just a couple things before I release this to the main crowd!

  • Fixed multiple issues of the game soft or hard locking when fighting specific enemies (Smoke Dweller, Deathbringer, Hellbringer, and Jester)

  • Fixed conversion Listeners applying their conversion before the parent change (for instance, if you convert a portion of Damage Taken to Health, the Heal event would process before the Damage event)

  • Fixed Status Effects that applied their own Listeners (for instance, Damage Reduction) being removed if you applied any other effect

  • Fixed the Dragon Slayer's Drink their Blood Passive Spell second upgrade decreasing the Lifesteal by 10% instead of increasing

  • Fixed the Dragon Slayer's Open Wounds Infinite Spell dealing Damage to himself instead of the enemy

  • The Dragon Slayer's Intimidate now states each enemy that gets Stunned instead of saying a general message if any enemy gets Stunned

  • Changed the Shield Wall's Overshield Active Spell second upgrade, it now provides 35% Spell Damage Reduction for the duration instead of Healing for 35% of Attack Damage Taken
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March 12

Patch 0.9 is live on the Testing branch!

It's been a long road, but the patch is finally here! I'm releasing it only on the Testing branch for now until I can iron out some small issues as well as seeing if anyone else encounters other problems. Here's the breakdown of the patch (I'll repost this when I release 0.9 on the main branch too).

This patch overhauls a bunch of the back-end code. Due to the nature of this overhaul, old saves are not going to work. I apologize for the inconvenience!

The Knight has been reworked. He's more interactive, but a little less tanky, read below for full details!

  • The Listener code, which basically powers a grand majority of the game, has been overhauled. This was a huge endeavor but ultimately worth it. Just so you understand how much work went into this overhaul, over 400 classes has been changed in my code! This code is much better now and allows for me to work with it better in the future

  • Reworked the Knight. He felt pretty boring with his generally passive kit. His spells granted a ton of passive damage reduction which wasn't that fun. I've made him more interactive, a bit less tanky, but retained his core kit. More details on his rework below

  • Forceful Impact Before: Cost - 25 Mana; Cooldown - 3 Turns
    Unlock: Deals 115% Attack Damage plus bonus Attack Damage equal to 10% of the Knight's Maximum Health
    Upgrade: +10% Initial Damage
    Upgrade: +5% Maximum Health Damage

  • Forceful Impact After: Cost - 35 Mana; Cooldown - 3 Turns
    Unlock: Deals 100% Attack Damage plus bonus Damage equal to 10% of the Knight's Maximum Health
    Upgrade: +5% Maximum Health Damage
    Upgrade: Additionally Stuns the Enemy for 1 turn, bypassing Debuff Resistance

  • Defend the Flanks Before: Cost - 35 Mana; Cooldown - 4 Turns
    Unlock: +12% Damage Reduction for 3 turns, increased by 4% for each Enemy still alive
    Upgrade: +10% Initial Damage Reduction
    Upgrade: +3% Damage Reduction per Enemy

  • Defend the Flanks After: Cost - 35 Mana; Cooldown - 5 Turns
    Unlock: +10% Damage Reduction for 3 turns, increased by 5% per Enemy still Alive
    Upgrade: Additionally grants +7.5% Health Regen for the duration
    Upgrade: If Fortress is active this grants an additional +20% Damage Reduction

  • Fortress Before: Cost - 35 Mana; Cooldown - 4 Turns
    Unlock: Forces enemies to target the Knight for 2 turns, gaining 20% Damage Reduction for the duration
    Upgrade: +15% Damage Reduction
    Upgrade: Additionally the Knight gains 10% Health Regen for the duration

  • Fortress After: Cost - 35 Mana; Cooldown - 5 Turns
    Unlock: Forces Enemies to target the Knight for 2 turns, gaining 50% Debuff Resistance for the duration
    Upgrade: +15 Mana Cost but the duration increases by 1 turn
    Upgrade: If there are 4 Enemies Alive the Knight Negates Damage for 1 turn

  • On Your Feet Before: Cost - 35 Mana; Cooldown - 3 Turns
    Unlock: Heals an Ally by 20% of the Knight's Maximum Health
    Upgrade: +15% Maximum Health Heal
    Upgrade: Additionally Heals the Ally by 15% of their Missing Health

  • On Your Feet After: Cost - 10% Health (10 Minimum); Cooldown - 3 Turns
    Unlock: The Knight spends 10% Health to Heal an Ally by 10% of his Maximum Health plus bonus Health equal to the Health spent
    Upgrade: +5% Maximum Health Heal
    Upgrade: Amplifies the total Heal by 50% if the Ally is below 35% Health

  • Reinforced Armor Before:
    Unlock: +15% Damage Reduction
    Upgrade: +10% Damage Reduction
    Upgrade: +35% Divine Damage Reduction

  • Reinforced Armor After:
    Unlock: +20 Bonus Armor
    Upgrade: The Knight deals bonus Damage equal to his Bonus Armor on Attack
    Upgrade: The Knight's Bonus Armor threshold reduces to one every 3 Constitution instead of every 5

  • Spells not changed (or minorly changed in the Buffs/Nerfs sections): Battle Wounds, Defensive Stance, Titan, Plated Armor

  • Fixed the Options menu still displaying the Snowflakes toggle even though snowflakes have been disabled
  • Fixed the Duelist's description saying it was for the Marauder
  • Fixed Conversion multipliers over 100% going into the negatives (for instance if you had a listener that converted 150% of Attack Damage Dealt to Pierce, 50% of the Attack Damage would actually Heal the target)
  • Fixed Clubs never getting any multipliers other than 5%
  • Fixed some Bosses never spawning with their unique items
  • Fixed the Arcane Mage's Deeper Knowledge Passive Spell incrementally lowering Maximum Mana with each load
  • Fixed the Arcane Hunter's Soul Shatter Active second upgrade not using the correct value and messing up the game
  • Fixed the Shaman's Revive Active Spell second upgrade not showing the proper description
  • Fixed the Blood Mage's Soul Tap Infinite Spell having issues with reducing your Health Regen with reloading
  • Fixed the Blood Mage's Blood Training Passive Spell not changing his Active Spell's, Hemorrhage, Health cost multiplier
  • Fixed the Hunter's Beast Hunter Active Spell second upgrade Crippling after the Damage applied even though it specifically states the Cripple applies before the Damage
  • Fixed the Ninja's Final Strike Active Spell second upgrade activating even if he wasn't below the Health threshold
  • Fixed the Duelist's Assault Active Spell stacking up to 10 times instead of the displayed 5
  • Fixed the Incinerator's Incinerate Active Spell bonus Damage dealing much more Damage than it was supposed to
  • Fixed a small issue where conversion listeners would apply even if they're converting to the same type. For example if you had a listener that converted Attack Damage Dealt to Pierce Damage, the conversion would apply even if you originally deal Pierce Damage (basically converting Pierce Damage to Pierce Damage)

  • Changed the achievements that use the red X. I made the X transparent so you can properly see the icon behind the X
  • Made spell loading/creation a bit faster. This should make saving/loading faster as well as spawning enemies faster too
  • Changed the Arcane Mage's Spell Strike Infinite Spell. Instead of giving a chance to deal bonus Damage equal to 25% of his Current Mana on Cast, the bonus damage is now equal to 20% of his Maximum Mana
  • Changed the Ninja's Elusive Passive Spell. Instead of giving a chance to Shroud when taking Damage below a percentage of Health, the chance is lowered but can activate at any time regardless of his Health. Its second upgrade changed from Healing 15% of his Maximum Health to Healing 20% of his Missing Health if the Shroud activates when he's below 50% Health
  • Changed the Assassin's Mercy Active Spell. Its first upgrade no longer grants bonus Damage to targets below 50% Health. It now has its first upgrade's 20% Health Threshold increase, and its second upgrade now increases the Kill Chance by 15% (for a total of 35%). As a result its initial Kill Chance was lowered from 25% to 20% and its Cooldown increased to 5 turns from 4
  • Changed the Dragon Slayer's Slay Active Spell. It no longer has any of its old functionality, since I felt it was too similar to Intimidation. It now grants the Dragon Slayer 30% Lifesteal and Soulsteal for his next 3 attacks, upgradable to 50% for 5 attacks
  • Moved some numbers around for the Lifebreaker's Lifebreak Passive Spell. The Instant Kill Chance on Death is reduced to 25% (15% initial + 10% upgrade) from 35% (25% initial + 10% upgrade). The second upgrade Revive now has a 50% chance of activating as opposed to being guaranteed, but the Revive multiplier increased to 40% from 25%
  • Changed the Smoke Dweller's Smoke Screen Active Spell second upgrade. Instead of granting a 35% Heal on Damage that's Negated, it instead grants a 50% chance increase to Negate Damage but reduces the duration of Smoke Screen to 1 turn
  • Changed the Chrono Keeper's unique items. Time Ebb, his Weapon, is now one-handed instead of two-handed. This is so he can also equip his unique Offhand, Stopwatch, which grants +2 Cooldown Reduction but decreases Attack Damage Dealt by 50%. He now always spawns with his unique Weapon and Offhand

  • Added a new particle effect if an Instant Kill is applied when the target is immune to Instant Kills (a gray shield). A new sound effect also plays to designate the target not getting killed
  • Added a new Statistic for being denied an Instant Kill from a target that's immune to Instant Kills (and an achievement if you're denied a Kill this way)
  • Added charges on Listeners, allowing for new spells that grant a large bonus for a few charges, for example a spell that grants Lifesteal for the next 3 Attacks
  • Added priority on Listeners, allowing certain ones to be processed before or after others (is used to just process them in the order they were applied)
  • Added the Mana Thorns Armor Special, granting a 35% Chance to 35% Mana Bleed for 2 turns when Dealt Spell Damage
  • Added the Spellsteal and Spiritsteal Weapon Specials. These grant 35% Health when you deal Spell Damage and grant 35% Mana when you deal Spell Damage respectively
  • Added the Double Spell Damage Weapon Special. This grants a 10% chance to double Spell Damage Dealt. It's slightly more rare than it's Double Attack Damage counterpart
  • Added the Perfect Strike Weapon Special. This grants a 15% chance to Instantly Kill when dealing a Critical Strike. This is one of the rarer Weapon Specials

  • Increased the Damage Restore Armor Special multiplier to 35% from 25%
  • Increased the Unluck Weapon Special Crit Chance Debuff to 50% from 35%
  • Reduced the rarity of the Stunning Weapon Special
  • Increased the Stunning Weapon Special Stun Chance to 20% from 15%
  • Increased the Shaman's Spirit's Blessing Infinite Spell Cast Reduction to 100% from 50%
  • Merged the Attack and Spell Exposing Weapon Specials into one Exposing Special
  • The Ninja's Concealment Passive Spell bonus Damage while Shrouded now includes Shrouds from Attention (like Damon's Fortress)
  • Increased the Chrono Keeper's Start The Clock Active Spell Damage Reduction to 85% (65% initial + 20% upgrade) from 75% (50% initial + 25% upgrade)

  • Nerfed the Power Orb's average Spell Damage Dealt increase per level to 0.475% from 0.6%, and reduced its Spell Damage Dealt cap to 65% from 75%
  • Reduced the Stun Weapon Special duration to 1 turn from 2
  • Increased the rarity of the Burn and Freeze Weapon Specials
  • Increased the rarity of the Enchantment and Barbarism Weapon Specials
  • Reduced the Ninja's Concealment Passive Spell Attack Damage increase while Shrouded to 35% (20% initial + 15% upgrade) from 50% (30% initial + 20% upgrade)
  • Reduced the Ninja's Concealment Passive Spell second upgrade Shroud duration increase to 1 turn from 2
  • Reduced the Assassin's Weak Point Passive Spell second upgrade Critical Strike Chance bonus to 10% from 15%
  • Reduced the Sharpshooter's Steady Aim Passive Spell second upgrade Critical Strike Chance bonus to 10% from 15%
  • Reduced the Knight's Titan Infinite Spell Maximum Health Damage Mult to 0.5% per level from 0.75%
  • Capped the Arcane Mage's Absorption Active Spell Mana Return to the total cost of the spell
  • Changed the Blood Mage's Health Fountain Infinite Spell Max Health increase to 20 per level instead of granting +1 bonus Maximum Health per Constitution per level
  • Reduced the Tower Knight's Hew Active Spell second upgrade Stun duration to 1 turn from 2
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About This Game

The Labyrinth is a text-based dungeon crawler with a heavy emphasis on combat and looting. You take control of a party of 4 adventurers as they attempt to purge the evil of a cursed dungeon that's been spewing out hoards of monsters to the surface.

The entrance to the dungeon looms over your team. The slight hesitation before committing stems from the fact that so far, nobody who's ventured into the dungeon has returned. You hear stories of people peering in and feeling a heavy evil pulling them to come closer. Conversly you also hear stories of others feeling a warmth, as if a spirit is telling them everything will be okay. Armed with the basic items the local village could spare, you take one last moment to prepare.

  • 16 playable classes, each with their own assortment of 9 unique abilities
  • 30+ enemy classes, each also with their own 9 abilities
  • Countless combinations of enemies, bosses, and items gives each playthrough its own feel
  • Run length settings let you play and beat the game as fast or slow as you want
  • Seeded randomness allows you and a friend to play the same runs, or for you to replay the same run

The mouse can control every aspect of the game.

When in combat the keyboard can be used to issue commands:

  • When an action is not prepared, numbers 1-8 select the corresponding entity (up-down, left-right in that order), "A" prepares an attack, "Q,W,E,R" prepares the corresponding spell (left-right, up-down in that order), and "S" skips the turn.
  • When preparing an attack/spell, numbers 1-8 selects the corresponding target (up-down, left-right in that order) and "C" cancels.
  • At any time left+right can be used to flip through the combat log, and up-down can be used to flip through the statistics/buffs/debuffs screens.

System Requirements

    • OS: Windows XP, Vista, 7, 8, 10
    • Processor: 2.5GHz
    • Memory: 1 GB RAM
    • Graphics: Literally any external/integrated card
    • Storage: 100 MB available space
    • Additional Notes: This is a simple Flash game, if you have any computer then odds are you can play this game

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