The King has been kidnapped, and the land of Reynard is under siege! Gather a party, and travel your way to different lands on a quest to re-seal an ancient evil. MazeQuest is a throwback to the 16 bit RPG era, with colorful 2d graphics and top-down turn based combat.
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Release Date:
Sep 28, 2018

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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 main reason we want to release this game as early access is to gather feedback about game balance, something which took a long time to do on our own for the first MazeQuest.”

Approximately how long will this game be in Early Access?

“This game will be in early access for 1-2 months depending on how much we need to change the game based on feedback.”

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

“The full version will have some finishing touches including new items, enemies, level design and likely some tweaks for better player control.”

What is the current state of the Early Access version?

“The game currently has all unit classes functional, although more may be added.
Around 80% of the items are in the game.
All the maps are in the game, although some smaller maps may be added.
All the combat mechanics are functioning. Although they may be changed based on feedback.
All recruitable NPC's are in the game, although more may be added.
All shops are in the game.
All quests are in the game.”

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

“Yes the price will rise a bit when the finished version is released.”

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

“We're looking for feedback on game balance and any bugs people may find.”
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Recent updates View all (10)

October 27

Patch 1.26 is out!

This is a quick patch fixing some issues and adding a few things.


Reduced the price of skill books
Search for potion option after battle now gives higher level potions
Increased the strength of all potions by 50%
Fixed a minor bug with the tavern
The druid shapeshift now gets lightning or earthquake at level 8
Shapeshifted units can now cast spells and inherit the spells of the druid
Druids shapeshift ability gets better claws earlier
Druids shapeshift ability now carries over effects
Added a bunch of custom rare items.
Enemies can now spawn with rare items.
Fixed some text errors
Unique mercenary items no longer get stacked with regular items ( thus making them disappear ).
When using items in combat only usable items show up in the list
Can no longer open the unit screen for a party member that does not exist by pressing a number in the map screen.
Unlocking doors gives the unlocker experience based on the lock level
Fixed some AI pathfinding issues in combat.

Okay, as always if you have an issue or bug or comment, feel free to make a post in the forums here:
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October 23

Patch 1.25 is out!

Okay finally patch 1.25 is out. The list of changes is below:

Totally redid the stats and cost of scrolls and most spells can appear on scrolls.
Lowered the range on drain and SYPHON
Add higher sampled versions of the music, 128K now ( was 80K)
Added a new class - the druid. The is a spellcaster with the ability to shapeshift into a bear. The hitpoints of the bear depend on the current magic of the druid, and any damage recieved depletes the druids magic points
Mobility books should now finally be usable in all situations, also they only add +0.5 mobility ( half a hex ).
The bonus to spell range is now +1 for every 100 points in the spell ( + skills from items do count )
Double hits now decrease units life separately ( visual effect only in combat )
Penalty to hit for distance of 10% reduction to base weapon chance to hit per hex. ( i.e. a spear with 75% chance to hit would be reduced to 67% chance to hit if attacking at range 2 )
Chance to dodge, counter or critical are displayed after the event text in battle.
In battle the chance to hit is displayed under the unit. In the case of dual wielding the chance is averaged.
Redesigned GUI for shops, backpack and spells to be much more user friendly.
Wandering NPCS will now get out of the players way quicker.
When pathfinding to square on main map you can now cancel your move by clicking on another part of the screen.
Put version number on ios.
Time stamp on saves now shows AM / PM.
Added space to keyboard screen.
Fixed saving settings on iphone.
Dragon on map 2 now has more health.
Increased cost of healing magic in churches. cost = (health + magic x 2) / 6 + effects ( x 3 if dead )
Reduced the gold gained after battle.
Fixed a display issue with the spell cost.
The default values for sound and music have been adjusted.
Added kill count on units.
Fixed a bug where you have to hit escape twice to open the menu in map mode.
Bolt spell fixed a little graphically.
Difficulty is now displayed in options screen.
The rest and heal option after battle heals all status conditions.
every party member with the wealth skill now adds to the total gold bonus, previously only the party member with the highest wealth skill was counted.
Added scroll buttons to level up screen, now you can scroll down and see all the new skills available at every level up ( assuming you can learn a new skill )
Can now unlearn a skill by clicking on that skill in the unit screen and hitting "Delete".
Lightning damage increased slightly.
Buffed bows + arrows + ninja stars.
Fixed a bug where you could double load a save.
Can now cancel out of the naming window
Skills are harder to grind now, though they level quicker as you battle.
Resting after combat lowers skill train resistances ( skills can train again faster )
If you give the ring to madrick or ivan then the other one of them disappear from the game. This is to fix an exploit of hiring ivan then using his ring to hire madrick
Up / down arrows navigate between party members in the unit screen
Skills available at levelup for units have been changed, many come sooner.
Searching for items after battle gives a 50% chance to loot enemy equipment and 50% chance to get a completely random item ( just like a chest ).

And yes the saves from the previous version will not work, so don't try. Tomorrow I will do a quick playthrough myself, but right now I'm going to get some much needed sleep. If you guys find any problems, make a post on the forums.
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About This Game

The King has been kidnapped, and the land of Reynard is under siege! Gather a party, and travel your way to different lands on a quest to re-seal an ancient evil. MazeQuest is a throwback to the 16 bit RPG era, with colorful 2d graphics and top-down turn based combat. The game is designed to be simple for casual players, but with rich storylines, and strategy to satisfy the most diehard RPG buffs!

Some features include:

-Over 40 unique character classes, some will join and some will fight you.
-A hex based combat positioning system.
-A novel and finely tuned skill system with over 40 skills, each can be leveled up
-Over 20 spells with their own unique particle effect animations.
-Over 10 different weapon types, each with different advantages / drawbacks.
-Choose your starting character from 4 unique classes and build them in any way you want.
-Explore, loot and fight your way through 5 different lands, each with unique enemies and bosses.
-A well balanced financial system. You must buy equipment, potions and skill books, but you will
only have so much money. Spending your money wisely is key to success!
-No Advertisements, Pop-ups, or In-App purchases. You get the full game.

System Requirements

    • OS: Windows 7
    • Processor: 2 GHZ
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 1GB / Radeon R7 250X 1GB
    • DirectX: Version 11
    • Storage: 200 MB available space

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