Prismatic Maze is an experimental maze game where maps maps are grown organically, naturally arranging themselves into a lock-and-key pattern. Hidden in each maze are tools, treasure and ingredients to make more complex mazes.
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Release Date:
Mar 29, 2019

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Recent updates View all (6)

April 20

Third Week Update

Hey Everybody!

Today, we sent out our third weekly update for Prismatic Maze.

We are working on a number of different improvements for scorekeeping. 
In this update, we begin capturing completed mazes in game state, decorate those mazes in the load section of the Stage Select menu and expose a filter in that menu to show/hide completed maps.
This should make it easier to work with a save game that has a large number of maps and will feed into statistics and scorekeeping improvements to come.

This update also includes partial gamepad support, specifically directional movement during the maze exploration portion of the game. 
For full gamepad support, we still need to rework the menus and minimap controls. 
I will be working on that in the near future.

Some other changes are 'under the hood' - working towards the addition of more items, better item management, further scorekeeping improvements, as well as resilience & usability improvements.




* partial gamepad support (directional control in Playing)
* capture completed maps in game info & added decoration/filter to Load Maps in Stage Select
* changed item acquisition to remove transferred items from map player inventory when completing a map
* hide items acquired on victory screen when no items are transferred
* add black seed to map player inventory on completing a map (not transferred to Stage Select)
* refactor blueprint generation to use ingredients & save list of ingredients used in blueprint
* refactor Item Description to use helper class instead of storing this data in the save game file

See blog post for more details & images:
0 comments Read more

April 12

Second Week Update

Hey Everybody!

Prismatic Maze has been out for two weeks and I'm mostly been working on stability and usability updates in that time.

This week's update includes:
  • adding an option to 'Continue previous game' from the Main Menu
  • auto-sorting inventory menus
  • adding an on-screen indicator during save/load
  • improvements to pigment maze generation algorithms and early-game treasure drops
  • lots of minor UI tweaks
  • improvements in error handling during maze creation
  • foundational work preparing for a big item content push in the upcoming weeks

Stay tuned for exciting things,


* Add ability to continue last loaded game to Main Menu
* Auto Sort Inventory menus
* Add on-screen indicator for Save
* Randomize initial Pigment Step Direction
* Adjust some button sizes
* Adjust text padding in Creating New Maze menu
* change new blueprint logic to always add size_16 in size_8 maps
* Kick excess seeds out of recipe when reducing map size in Stage Select New Maze Recipe menu
* Add double-click activation of Load maze item in Stage Select
* fix bug in Create New Maze menu where petri-dish visualization initially showed previous map when re-launched for second time
* fix bug where new games could be created with blank name
* debug fixes for sql insert failures during creation

See blog post for more details & images:
0 comments Read more

About This Game

Prismatic Maze is my ongoing attempt to make an interesting maze game.

In Prismatic Maze, maps are not pre-built or purely random, they are grown.

Maps are seeded with Pigment creatures which grow larger over time like bacteria in a pitri dish, filling their inside area with maze walls.

Pigments bump up against each other, punch doors through to the other side and hide keys inside the bodies of their neighbors.

Classic Mode
In Classic Mode, you play as an agent of White and are tasked with bringing light to the Black Tower, which is hidden and locked away somewhere on the same map.

You must find keys to unlock the doors barring your way, break into the domains of your neighbors, exploring to steal their seeds to unlock the Black Tower.

Along the way, you can find items to assist you in your exploration as well as ingredients to build new maps with large and more complex mazes.

System Requirements

    • OS: Windows 7 SP1+
    • Processor: 1.5GHz. SSE2 instruction set support.
    • Memory: 512 MB RAM
    • Graphics: Direct X10 Compatible Card
    • DirectX: Version 10
    • Storage: 200 MB available space
    • OS: Windows 10
    • Processor: 2.5+GHz. SSE2 instruction set support.
    • Memory: 1024 MB RAM
    • Graphics: Direct X10 Compatible Card
    • DirectX: Version 10
    • Storage: 512 MB available space

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