
Screenshots

Watch trailer on Steam ↗Maze / Break
Tehawar · Published by Tehawar
25 achievements
Last updated 27 Sept 2026
Gather your team, arm them with some gear and try to find the way out through the hordes of monsters in a procedurally generated maze!
£5.49
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Price history
RPG, Simulation · 2024 · More £5 - £15 games
Explore a vast, procedurally generated maze as you gather your team and gear up for battles against hordes of monsters. Maze / Break challenges you to strategize and cooperate in this RPG and simulation experience from Tehawar, set for release in 2024.
About this game
The labyrinth is procedurally generated - in addition to randomly generated Helpers, you'll also find chests with a random reward - a weapon or a scroll with a spell - as well as a lot of monsters thanks to which your team will gain experience. Helpers don't listen to your direct orders - although combat is turn-based, it's automatic, and the warriors representing you will eagerly reach for the weapons and spells you equip them with.
Maze.
If you manage to get out, you will level up the Maze. The Lord of the Labyrinth will gradually reveal his aces - each subsequent maze will be more difficult, by strengthening the monsters, as well as by adding new mechanics that make the game more difficult (e.g. the introduction of assassins following your team to kill you).
Break.
Your actions in the maze will be judged, whether you manage to get out or fall to the onslaught of monsters. You will be rewarded with points for your achievements, and when you collect enough of them, you will increase the level of Maze Break. Each level unlocks new mechanics that help in the game (e.g. unlocking the ability to upgrade weapons, or increasing the food limit to facilitate exploration).
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or newer
- Memory: 4 GB RAM
- DirectX: Version 10
- Storage: 500 MB available space
- VR Support: not required
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or newer
- Processor: Intel Core i5-8300H or better
- Memory: 8 GB RAM
- Graphics: Nvidia Geforce GTX 1050 or better
- DirectX: Version 11
- Storage: 500 MB available space
- VR Support: not required
Supported Languages
Latest news
Patch NotesOfficial
Update 0.9.1 -> 1.0.0 (Full version!)
End of the Beta version. I have organized the code and the structure of the game, and since everything works and no bugs have been reported since the last update, we are moving to version 1.0.0. Due to problems during production (loss of the project and recovery of code, which became unreadable and difficult to further process), I had to abandon the planned expansion of the storyline and the introduction of additional Navigators, for which I apologize to everyone. Generally, the main advantage of this game is its gameplay mechanics, so I decided that adding side dialogues was not worth the effort. I also decided that there is no point in waiting any longer for possible suggestions from players on how I could further develop this game or what I should still improve in it. There is no sense in keeping a fully functional game in Early Access, where not much has changed for many months. Of course, I am not closing the option of introducing updates in the future. At the moment, I have no idea what else I could add — I think a larger number of items would complicate their leveling, and there are enough types of monsters to ensure variety without being overwhelming. I also don't want to spend more time improving the appearance of the Helpers, as I am not an artist and simply cannot afford anything better than what it is now. Since I did not fulfill some promises and did not expand this game as much as I planned when describing what I intended to do before leaving Early Access, I am leaving the game's price unchanged.Read full article on Community Announcements (RivenGemini)Patch NotesOfficial
Update 0.9.0 (RESTORED)
Finally, I managed to recover the lost source code of the project, although the scripts after decompilation look much worse and are more difficult to understand. Plus, not everything worked exactly as before, so I had to test everything again. I don't rule out that I missed some bugs, but I think I managed to catch the vast majority of them. Anyway, here is the long awaited update! The most important changes are: + change of appearance of Helpers + changes to the weapon/spell use system The full list of changes can be found in the changelog file in the game's main folder, but I'm posting it below anyway: 0.9.0 (RESTORED) * Scripts and assets were recovered by decompilation of the project, hence the scripts have become hard to read, which makes them difficult to modify. In addition, the layout of the project had to be recreated (especially parts recovered after version 0.6) - Improvement: the appearance of the Helpers has been changed - Improvement: changed appearance of main menu - Improvement: added 3 new weapons (1x sword, 1x axe, 1x bow) - Improvement: added 6 new spell scrolls (1x Fire Magic, 1x Water Magic, 1x Forest Magic, 1x Lightning Magic, 2x Passive) - Improvement: added few sentences to the endgame and NG+ - Improvement: the Helper preview now shows how many parameter points come from permanent bonuses - Improvement: added indication of the presence of Temples, Campfires and Predators in a given sector on the top bar * Improvement/Adjustment: Significant changes have been made to the use of weapons and spells - If a given type of weapon/magic is the Helper's disadvantage, he can only use the lowest quality items of that type (previously he couldn't use any) - If a given type of weapon/magic is the Helper's advantage, each item of that type will be treated as a +1 item (i.e. 1 level higher) - Now any Helper can use Expert quality items if the type is not their disadvantage - A weapon/spell placed in the first slot replaces the Helper's basic attack (except...Read full article on Community Announcements (RivenGemini)Patch NotesOfficial
Devastating UnityHub update
Unfortunately, the Unity environment became a roadblock in the development of the Maze/Break project, specifically due to the UnityHub update, which unexpectedly deleted my entire project folder along with the backup. Currently, the last version of the project that I managed to recover is version 0.6. Since I started documenting the changes from version 0.8 onwards, I don't remember at what stage the project was back then and what still needs to be done. While I have all the graphic files preserved (I even have improved versions of the character designs that I worked on for weeks), I am missing the source code of the game (especially some solutions that I spent a long time developing and don't want to recreate from scratch). I had hoped that I might find some reverse engineering tools to recover the scripts and other assets based on the final product, but since such a solution could be seen as hacking, I couldn't find any viable option. Therefore, I am unable to meet the promised deadline, and at the moment, I'm not sure if the project's development will be possible at all. The current version, 0.8.5, is fully playable (although it was supposed to unlock an NG+ version after completing the game, whereas currently, players can simply continue playing additional mazes on the same save indefinitely). My main plans were to add more enemies, items, and improve the graphics, but the existing content is sufficient for an enjoyable gameplay experience. Of course, the issue of bugs remains since I don't have access to the project and cannot make any changes, but so far, nothing serious has been found, except for some minor inconveniences that can be worked around. That's all from me.Read full article on Community Announcements (RivenGemini)






