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.
All Reviews:
Mostly Positive (253) - 73% of the 253 user reviews for this game are positive.
Release Date:
Mar 7, 2016
Developer:
Publisher:

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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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Downloadable Content For This Game

 

Recent updates View all (93)

April 9

Week 122 Patch


Interface Revisions
  • User names of players now display a rank with badge based on performance in the Labyrinth
  • Space bar now skips through conversations
  • Rewards will now be split into multiple chests of no more than 5 per chest to prevent overflowing on screen
  • Card tooltips in the deck editor and in the store are now centered and larger

Interface Fixes
  • Hero and Boss Health numbers on the status panel of the Zone map were not including equipped Perks in the calculation in some circumstances
  • Card pack rewards now have keys displayed

Gameplay Revisions
  • No PvP until the Labyrinth: Boss battles in Northgate and Smithstone are now exclusively against AI Bosses and player Bosses will only be raided by Minions
  • Enemies that affect the Boss but do not depend on them for value have been added back to PvE fights for Heroes and Bosses
  • Structures that do not depend on the Boss for value have been added back to PvE fights
  • Hero PvE fights in Labyrinth now occur 20% more often
  • Escape the Eye has been rebalanced to only 3 points more Lair than Lost in the Labyrinth, but the reward has been reduced to only double Lost in the Labyrinth
  • A third Hero PvE, Ritual of Reflection, now occurs once per Labyrinth exploration after enough progress without returning to the Lair and rewards a Token
  • Repeatable Hero PvE fights now have a Doom Clock like Boss fights
  • Wounds now vary by Zone with rarity increasing along with progress

Gameplay Fixes
  • Consumable items earned while offline by Bosses were not being delivered to the Lair stash
  • There was an unintended limit to the amount of re-exploration in Northgate and Smithstone that was causing the game to hang after Victory for some players



Card Revisions
  • Bag of Endless Things now costs 1 Tick to equip instead of 2
  • Precision Strike now costs 3 Ticks instead of 2 and deals 5 damage instead of 3
  • Gunshot now deals 6 damage instead of 5
  • Thief's Meddling now deals 4 damage to non-Structures instead of 3
  • Carve now costs 4 Ticks instead of 3 and deals 7 damage instead of 5
  • Penetrating Shot now deals 6 damage instead of 5 or 8 damage instead of 7 when Amped
  • Aim from Within now deals 3 damage instead of 2
  • Longshot now deals 3 damage instead of 2
  • Seeker's Dagger now takes 2 Ticks to equip instead of 3
  • Kill Shot now deals 8 damage instead of 7
  • Heartseeker now costs 2 Ticks to equip instead of 4, but 3 Ticks to use instead of 2
  • Mastercraft Jezail now deals 8 damage instead of 7 or 10 damage instead of 9 if full move remains
  • Leaden Javelin now deals 4 damage instead of 3
  • Crush of Boulders now deals 6 damage instead of 5, 8 damage at 5 Focus, 10 damage instead of 8 at 10 Focus
  • Conjurer's Hex now deals 4 damage instead of 3
  • Pyretic Missile now deals 10 damage instead of 9
  • Stonespear now deals 5 damage instead of 4, 7 Piercing damage instead of 6 Piercing at Focus 5
  • Cracking Rift now deals 5-8 damage instead of 4-7
  • Blazing Rift now costs 3 Ticks instead of 5 and either gain 2 Focus or deal 6 damage instead of 3 Focus or 9 damage
  • Ice Spike now deals 6 damage instead of 5
  • Freezing Blast now only targets characters to prevent waste on Structures
  • Cascade of Stone now deals 2 damage instead of increasing damage

Card Fixes
  • Some Hero cards that have immediate effect and Blast area were not usable when the only target in range had Stealth
  • Boss Windup cards with area effect were not finishing when only target in range at end of Windup had Stealth
  • Astral Batteries were inconsistently triggering relative to Boss timing on the same Tick instead of acting first

Consumable Card Fixes
  • Chain Lightning damage was only doing 3 damage per target with more than one target instead of 6 per target



Wound Revisions and Additions
  • Leg Wound is now Rare not Common (Smithstone or Labyrinth)
  • Severe Bruise is now named "Stitched Wound" (Rare, All Zones)
  • Major Wound is now Epic not Rare (Labyrinth)
  • Dazed "You start your next battle 1 Tick late." (Common, All Zones)
  • Broken Arm "Your Guard doesn't gain Armor" (Rare, Labyrinth)
  • Confused "You start each battle with 1 less card in hand." (Epic, Labyrinth)
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March 9

Week 118 Patch



Known Issues Not Yet Fixed

* Card Pack Rewards are missing their model in the reward display
* Mac users may experience floating cards in hand, can be worked around by hovering over and out of each card

Gameplay Fixes

* Boss v Minion raids were not showing up in Replays
* Card Unlock and Card Pack Rewards were not providing notifications
* Consumable items were being moved from Hero inventory to Lair stash on Hero death
* Dupes filter in collection view was not dealing with Stack 2 Perks properly
* Players could not buy or equip Skins for Heroes
* Hero cards on mouse hover in Collection and Lair were off-screen



Gameplay Revisions

* Quests turned back on and heavily revised
* Orb drops on enemy death now last for 7 ticks before disappearing instead of 5
* Bosses will now spend one Boost Perk worth of Boost per PvP raid instead of just one Boost
* Players will now purchase each Perk worth of Boost with one click of Starstone button in Lair and be unable to click button with less than that amount of Starstone
* Random Minion raids reduced to 10 or fewer Minions, none of which are Boss-dependent for value
* Hero v Minion raids have been rebalanced to be closer in difficulty to PvP raids
* Hero v Minion raids have been added to Labyrinth, taking place in any Lair except your Boss Lair, with appropriate Minions
* Boss v Minion raids in Labyrinth now take place in your Boss Lair and exclude enemy minions with the same traits as your Boss
* Ancient Treasure has been removed from the Labyrinth and replaced by hard mode Hero v Minion raids with a variable number available per map and bigger aggregate rewards



Card Fixes

* Rohin's passive was giving full move on orb pick up even when he had a leg wound - Judgement of Urix kicker was healing Structures instead of only characters
* Fire From Ashes could not discard consumable loot items
* Crushing Blow, Lead the Charge, and Earthspike were wasting when only available target had Stealth
* Death Blossom was not preventing repeat hits on same targets

Card Revisions

* Defend the Mine is no longer a Windup and Mine Securitrons now have Piercing and 3 Health instead of 2
* Pounce now causes Bleeding in Blast 1 instead of dealing damage in Blast 2
* Steel Sentries now have Range 4 instead of 7 - Bronze Captain now has 4 Attack, 9 Health, and 1 Armor instead of 5 Attack, 10 Health and 2 Armor
* Boss instants will now be played first when in Boss hand to prevent not being played before reshuffle on empty deck



Consumable Card Revisions

* Star Stamina is now +5 Health instead of +2 Health
* Star Soul is now "Your first non-Channel card costs 1 less." instead of +3 Health
* Minor Wounds are now -1 Health instead of -2
* Leg Wounds now only last for one battle and don't occur in Northgate
* Potion of Strength is now +2 damage on next melee attack this turn instead of +1
* Potion of Accuracy is now +2 damage on next ranged attack this turn instead of +1
* Scroll of Arcane Blast now does 5 damage instead of 3 in Blast 2 instead of 1 and costs 2 Ticks instead of 1
* Scroll of Lightning Bolt now does 6 damage instead of 3
* Scroll of Chain Lightning now does 6 damage per target instead of 3
* Scroll of Protection now gives 2 Armor instead of 1 and costs 2 Ticks instead of 1
* Scroll of Stasis now adds 3 Ticks instead of 2
* Scroll of Firebreathing now does 5 damage instead of 4 in Cone 7 instead of 4
* Scroll of Restoration now restores 7 Health to each friendly character instead of 2 and removes 2 Ticks from each instead of 1, but costs 2 Ticks instead of 1



Development

* The art team created more card art; modeled All Matter Golem; skinned Faydin; worked on Mayan dragon concept; and created idle animation for Faydin.
* The audio team created map music triggers; looked for missing audio; and worked on music for Landing and Map.
* The design team worked on scenario art; plus worked on balance and keyword revisions.
* The engineering team worked on bug fixes and the back button from battle.

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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

Windows
Mac OS X
    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: 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
    Minimum:
    • 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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