LABYRINTH

"The gold is the bait. The hole is the mouth."

They told you the hole was a gold mine. They were half right. There is gold down there — heaped in the dark, glittering on the bones of everyone who reached for it. A procedurally-generated, dark-fantasy dungeon crawler where the maze is alive, hungry, and keeping score.

What is Labyrinth?

The Labyrinth is not a place. It is a living predator that feeds on life-force. The treasure is lure. The shifting maze is herding you downward. And every death inside makes it stronger.

You play a single rogue on a single descent. Each level is generated fresh and deterministically from your run's seed — the same seed always produces the same dungeon, which is what makes a fair weekly challenge, or a provably legitimate leaderboard run, possible at all. There are ten floors down. Depth 10 has no stairs back up — only its boss, and the end of the story one way or another.


Permadeath, and what you leave behind

When you die, the run is over — no continue, no respawn. But the dead leave graves at their death-depth, and a grave blesses the next hero who finds it, healing them to full and passing on a fragment of how they fell. Sacrifice paves the way down. Heroes are named — Aldric's strength, someone's speed, someone else's ward against poison — a legacy ledger written one failure at a time.


The Mood

A single word tracks the Labyrinth's appetite: CuriousWatchfulAnnoyedAngryFurious. Every kill you make feeds it — and it never cools. Only a boss kill resets it. Sneaking past everything and winning at Curious is its own kind of bragging right.

No classes, only builds

There's one rogue, not a roster. You pick one starting art at the naming screen, identify potions, wands, scrolls, and rings the hard way, and buy from a wandering Trainer and Merchant as gold allows. Every run's build is emergent, not chosen from a menu.

21 bosses, one per run

Depths five through ten each deal one named guardian, drawn from myth and old sword-and-sorcery — The Minotaur, The Nidhogg, The Charybdis, The Tarasque, and more. When you see that capital "The," you're looking at something singular.

Seeded, certifiable runs

Every run is fully described by its seed and the ordered commands you made. That's what makes the weekly challenge and the leaderboards work — a submitted run is replayed and its final state re-derived, never taken on your word.


Grim, atmospheric, dangerous

The world is pitiless — death is real and final, and the dark doesn't wink. Among the doomed and desperate there's still gallows humor and bravado, a flicker that makes the dark darker rather than a safe harbor. And the Labyrinth itself has a voice — petty, jealous, mocking. It takes no pleasure in anything except watching you fail. Beat it, just once, and that voice drops the act for a single, quieter line. A dying man's relief.