A text-based dungeon crawler with a heavy emphasis on combat and looting. Features 16 playable classes and 30+ enemy classes, each with an assortment of 9 unique abilities. Countless combinations of items, enemies, loot, and floors.
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 it's missing features that I want to exist in the full released version. I wanted to get it out there early to get feedback and see what more I can add or change to make the game really come together at the end.

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. I try to do as much testing as possible before releasing an update, but sometimes one person isn't enough to catch everything.”

Approximately how long will this game be in Early Access?

“However long it takes for all the features I originally planned to make it into the final product. Since my schedule is quite variable in the amount of time I get to work on the game there's a lot of unknowns when it comes to getting a set-in-stone date. I believe that a product should be fully polished and complete before releasing, even if that means delays in time. Releasing a rushed product on time benefits nobody.

I'm hoping for the game to be released late 2018.”

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

“The full version will be a complete overhaul from what's currently available. I'm basically rewriting the game from scratch, using the original game as a template so that I'm not completely in the dark during development. I'm making the game more efficient, more aesthetically pleasing, and more robust. The full released version is going to differ in many different ways, but the core concepts that exist currently are going to be maintained.”

What is the current state of the Early Access version?

“It's stable and beatable. There are a few pieces missing and it's not exactly air-tight when it comes to issues, but that's what the EA phase is for.”

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

“No. The price for the game will always be 5 USD. I will probably go through once or twice a year to readjust prices based on inflation/exchange rate changes, which means the pricing in other countries could slightly increase or decrease.”

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

“I'm listening for feedback as well as bugs people are experiencing. This phase greatly allows me to refine the game into something I can ultimately be proud of. Any criticism, both positive and negative, are valuable and I try my best to bring that feedback into development to give everyone what they want.”
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Recent updates View all (34)

June 25

The Labyrinth is 75% off for the Summer Sale & v1.0 news!

For the Steam Summer Sale I put my game at a 75% discount! That means it's only $1.25, so if you've been wanting to check it out then now would be a good time to do so!

In other news, Full Release is the next update, and I've made very good ground. I post updates occasionally on my game's subreddit containing pictures of my progress. So far a good portion of the game's base code has been entirely rewritten, a new aesthetic has been applied to the game (I'm going for a more pixellated look), and I tweaked a bunch of the core concepts. I'm really excited for where I'm taking the game, and I do think patience will be rewarded if you bear with me. Since I have the base game to compare with when it comes to recoding, it takes much less time than it did originally because I'm not going in blind this time.

I'm aiming to release version 1.0 late this year, which is a massive stretch of time from my original plan when the game first came to Steam, but at the time I didn't expect that I'd basically start the coding over from scratch for full release. I really believe that a completely finished product that comes late is much better than a rushed project released on time, and I want to make sure the game is polished to a shine when it's done.

Again, thanks for your patience, and I'll post another update when I'm further down the development road!
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April 16

Full Release is the next hurdle

Hello guys, I wanted to address something you probably already know: full release is the next update. This is what the last few years have led up to. The game started as a concept at best and turned into an actual game (again, at best).

I'm making this post to acknowledge the break in time between patch 0.9 and full release. There's going to most likely be a long stretch of time before I feel my game is a complete package. I wanted to let you know so that you don't get scared that full release is not coming, I'm telling you right now that it is. It's just going to take some time, and I hope the end product is worth it.

Now I'll go over a few things off the top of my head that are going to be in the final version. A new Archer boss, I won't spoil too much about it but its name is the Shadow Manifest, and its kit revolves around splitting into copies of itself. I also need to finish the remaining enemies: Cursed Mage, Cursed Rogue, and the Cursed Archer. I want to create new items exclusive to the Shop. I want to make another room, the Blessed Room. I want to balance Rogues to be more powerful and viable in a party, this probably also means scaling down the strength of Warriors.

Right now I'm working on updating more of my game's foundation, completely rewriting some very old code to bring it up to snuff as my programming skill has gotten much better since the game's inception. All this is going to take quite a long time, but I really hope the finished product is something I can be proud of. Thanks for sticking with me for this long, I'll update as more is produced!
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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 dungeon is filled with spirits looking to help or harm you, and enemies looking to stop you in your tracks. Collect loot, unlock and upgrade abilities, and fight your way to the end!

  • 16 playable classes, each with their own assortment of 9 unique abilities
  • 30+ enemy classes, each with their own 9 unique abilities
  • Countless combinations of items, enemies, bosses, and floors allow you to return again and again
  • Run length settings allow you to complete the game either in one sitting or multiple
  • 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, "A" prepares an attack, "Q,W,E,R" prepares the corresponding spell, and "S" skips your turn.
  • When preparing an attack/spell, numbers 1-8 selects the corresponding target 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 information 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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