There must be a way…
A maze you can barely see. Your lantern reaches about four steps into the fog, your trail of stars forgets you after eight seconds, and the exit is somewhere. Every game builds a brand-new maze, so nobody can tell you the way out — including us.
Coming soon to the App StoreiPhone · iOS 17 or later · 2 free mazes, then $2.99 once
One is dealt at random every game — you find out where you are by walking into it. These are real screenshots, which is why they are mostly fog.
Meadow
Dunes
Snowfield
Hedgerow
Deep Dungeon
Caverns
Roots
The Mire
Emberworks
Drowned Halls
Crystal Vault
Lost Temple
Sunspire
Ironworks
Cloudreach
The KeepNo enemies. No treasure. No timer chasing you. Just you, a wall you didn't see, and the growing suspicion that you have been here before.
You see about four steps in any direction. Everything past that is a rumour you have decided to believe.
Stars mark where you've walked, then wink out after eight seconds. Your memory is the map. Sorry.
Never the same twice, 40×40 up to 60×60. There is no level one to get good at.
A portal, a chest, a barred door — whatever this world left in the far corner, glowing faintly and entirely unbothered by how long you are taking.
A chunky cross you can hold down to keep walking. Swipe or tap if you must, but it is right there.
Wander the same ground long enough and a line of encouragement turns up. It is not a hint. It does not know where the exit is either.
Fewest steps, fastest escape, and a personal best in all sixteen worlds. Your only rival is whoever you were yesterday.
Well — see what you can. The dark part is the game.
The first two mazes are free. If they get you, one payment keeps the rest — for good. No subscription: charging you every month to stay lost felt rude.