Every door you walk through is permanent.

The maze does not stay put. The moment a room leaves your sight it is gone, and something new has already generated ahead of you. There is no going back, no mapping it, no retreating to the room that was safe a minute ago. That room does not exist anymore.

Somewhere in there, a stalker is hunting you. It tracks you by sound and sight — and both of those are things you control. Sprint and it hears you. Crouch and it doesn't. Break its line of sight around a dogleg and you are genuinely lost to it again. It is beatable, it is loseable, and it is never scripted.

To get out, you need a key you don't have yet.

The escape key comes in fragments, scattered in chests, deeper in than you want to go. Complete it and any door becomes your way out — you extract with everything you're carrying. Die instead and you lose the lot: your gear, your finds, your unbanked gold. Only what you already banked survives to fund the next dive.

Two ways to play, both real

  • Scavenger — move quiet, read the room tells, take what's near the door and slip out.
  • Slayer — make noise on purpose, corner the thing that's following you, and take what it's guarding.

What's down there

  • Room tells. Each door glows with what's on the other side before you commit — treasure, trader, blacksmith, an ambush, a shrine. You choose with information, and you can only choose once.
  • A casino, in the maze. Slots, roulette, plinko, a crash game, three-card ladder, shells, the wheel. Gamble your run gold — or stake the gear off your own back and let the machine either upgrade it or eat it.
  • Loot with teeth. Ten equipment slots, six rarities up to Mythic, eight stats, star upgrades, elemental damage and status effects, and an anvil that will take your gold to push a favourite piece one tier higher.
  • A skill tree you will not finish this month. Hundreds of nodes across seven branches, mostly hidden until you buy your way toward them, paid for in banked gold and in extraction points you only earn by actually getting out alive.

The whole game is the pressure of the door behind you. Everything else is built on top of it.

The free demo runs the first three depths with nothing held back — the full loot economy, the casino, the skill tree, the stalker. It stops descending, not working.

How this game was made: the 3D models are CC0 asset packs (Kenney, KayKit) used under their public-domain licence. The 2D gear icons are AI-generated. Every note of music and every sound effect is synthesised from scratch by a script written for this game — no samples, no licensed audio. The code was written with AI assistance. I can't draw and can't afford an artist yet; every sale goes toward hiring one.

Support the studio directly: https://gofund.me/62474eb3d

Purchase

Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

aMAZEing.exe 90 MB
Version 0.9.1

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