Labyrinth
About
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...
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 for macOS
Minimum:
- OS: OSX 10.9
- Processor: Dual Core 2GHz
- Memory: 4 GB RAM
- Graphics: Intel HD 4600
- Storage: 200 MB available space
System requirements for PC
Minimum:
- OS: Windows 7
- Processor: Dual Core 2 GHz
- Memory: 4 GB RAM
- Storage: 200 MB available space
- Sound Card: DirectX 9 compatible sound card or integrated sound chip
System requirements for PlayStation 3
System requirements for PSP
System requirements for iOS
iPad 2 Wifi, iPad 2 3G, iPhone 4S, iPad Third Gen, iPad Third Gen 4G, iPhone 5, iPod Touch Fifth Gen, iPad Fourth Gen, iPad Fourth Gen 4G, iPad Mini, iPad Mini 4G, iPhone 5c, iPhone 5s, iPad Air, iPad Air Cellular, iPad Mini Retina, iPad Mini Retina Cellular, iPhone 6, iPhone 6 Plus, iPad Air 2, iPad Air 2 Cellular, iPad Mini 3, iPad Mini 3 Cellular, iPod Touch Sixth Gen, iPhone 6s, iPhone 6s Plus, iPad Mini 4, iPad Mini 4 Cellular, iPad Pro, iPad Pro Cellular, iPad Pro 9.7, iPad Pro 9.7 Cellular, iPhone SE, iPhone 7, iPhone 7 Plus, iPad 6 1 1, iPad 6 1 2, iPad 7 1, iPad 7 2, iPad 7 3, iPad 7 4, iPhone 8, iPhone 8 Plus, iPhone X, iPad 7 5, iPad 7 6, iPhone X S, iPhone X S Max, iPhone X R, iPad 8 1 2, iPad 8 3 4, iPad 8 5 6, iPad 8 7 8, Watch 4, iPad Mini 5, iPad Mini 5 Cellular, iPad Air 3, iPad Air 3 Cellular, iPod Touch Seventh Gen
System requirements for Nintendo DS
Labyrinth reviews and comments
Translated by
Microsoft from Deutsch
Microsoft from Deutsch
Early Access Review Labyrinth is an ingenious Game in its Basic Concept.
Unfortunately, there are still some Inconsistencies, because I cannot fully recommend the Game (see Cons).
Pros:-Very much Deckbuilding-If there are more heroes later: Ultra many hero and deck combinations-Fresh, new Game Concept-Faster and friendly Support Cons:-Flawed Matchmaking: The Attacks players make on Bosses will Very unevenly distributed. My Bosses haven't been attacked for almost a Week now, before that at Least 1 time a day. As a Result, my Bosses are now only lvl 1-2 while others are certainly already over lvl 10.
-About 50% of them receive no Rewards after Winning a Fight, neither Gold nor Experience. That was not the case a few Days ago and I strongly assume that this is also a Mistake.
-Some Bosses seem almost invincible when they have a high Level and good Cards. Even if you attack 15 Heroes with 3 lvl and proceed tactically.
Conclusion: Especially those who stand on Card Games and On Deckbuilding should definitely get the Game. Here you have a meeenge on different Decks, which you can manage at the same time.
Every Hero has their own Deck, and every Boss, too.
However, I would personally wait until at least the first two Con points are removed. Since I recommend the Game but generally I give a Thumbs up.
Translated by
Microsoft from Deutsch
Microsoft from Deutsch
Early Access Review
edit bottom -
its an awesome game, you have some heroes that will level up by playing, with these level you unlock new perks and card slots, so you will be able to equip better cards by progression (if you have the gold tokens or cash to buy car dpacks), on the other side you create a boss deck, so you chose a boss which defends your labyrinth, and equip him with cards just like your heroes, other players will (hopefully) attack you and then you can even watch the replay
so far so good , nice game, its really funny... but
you cant really play since there is one boss (i never seen any other beside tutorial) thats totally op, summoning creatures every round
so you lose again and again
also the game seems not to be rewarding - good cards cost around 3000 essence (they are good but still not op...), you get 10 gold for a win (i have 40 gold right now cause i couldnt win a single game after tutorial, but my heroes are around level 10 already)
there will be a full reset next update, you will have to buy heroes and bosses then... nothing to read about balancing
if it will be playable i will keep the thumbs up, if not i will change
but keep in mind, the idea of this game is really nice, it combines ccg with rpg and dungeon defense - so we have a totally new type of game here , which could replace some other ccg
edit 13.04.2017:
today it was patchday, many new cards, new heroes and a boss included
but now the important thing, the bosses seems to be more balanced, yes as in any ccg there are some cards better than others, but its playable now , doing lots of fun (saw that boss radaghar only 2 times now, around 10 matches played)
so now i can really recommend you playing this, prizes are okay as in some other ccgs (therefore i have to say, that there arent that many different cards, but as mentioned above they inc luded around 60 new cards already and im pretty sure more will follow)