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Skippy's Grand Escape

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Skippy's Grand Escape screenshot 1
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Skippy's Grand Escape

Tobias Mathes · Published by Tobias Mathes

Last updated 7 Oct 2026

Escape increasingly complex mazes as fast as possible. Select skills tactically for each level. Optimize your path. Watch out for enemies, traps, anomalies and more in this space themed top down maze runner.

Free

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Action, Indie, Casual, Racing · 2026 · More free games

Race through increasingly complex mazes in Skippy's Grand Escape, choosing your tactics wisely to avoid enemies and optimize your path. Experience fast-paced action in a unique top-down maze runner.

About this game

How to play:

  • Find the fastest route to each level's exit.

  • Watch out for enemies, traps, anomalies and other deadly elements.

  • Unlock powerful skills during your play-through.

  • Optimize your route and skill selection to achieve the fastest possible time for each level.

  • Compare your time against the game's times as well as Steam friends and global leaderboards.

Experiment with the skill system:

Select 3 out of 15 skills when starting a level. Optimize your skill combination for each level and game mode.

Examples:

  • Freeze Nova: Freeze all enemies within range for a short time. While frozen, enemies can not harm you.

  • Tactical Beacon: Deploy a tactical beacon at your current location. While the beacon is active, use the skill again to teleport back to your beacon. The Tac Beacon is great to prevent backtracking or to create fast escape routes.

  • Stealth Field: Engage a Stealth Field that renders you invisible for enemy sensors. Using any skills will break the Stealth Field effect!

  • Losing Containment: Channel and release a ginormous amount of energy, killing everything in a huge blast radius.

  • Kinetic Impactors: Crash 3 asteroids at relativistic speed into the 3 enemies closest to you.

Skills will be unlocked during a play-through. Some of which with the potential to make your play-through a lot safer, others with the potential to achieve faster times on the leaderboards.

Beat all the levels:

  • One overworld connecting 6 sectors with 6 handcrafted core levels each

  • Plus one optional dark/x0 level per sector

  • 42 playable levels total

  • Unlock new sectors by beating all core levels of a sector

  • Unlock new mechanics and skills with each sector

Play the game at your own pace:

3 modes for different player types:

  • In Time Attack mode you'll race the exit to compete against the game's tiers as well as global and friends leaderboards.

  • Hardcore mode offers the additional challenge of perma-death.

  • Relaxed mode removes the timer, tiers and leaderboards. Additionally it will slightly decrease difficulty by reducing the enemies' and traps' speed. Take as much time as you want for each level to have a chilled experience and still see all of the game's content.

Compete:

  • Separate leaderboards for each level and mode

  • Compete for each level's best time individually for Time Attack and Hardcore mode

  • Compare your times globally or with your friends only

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: 10
  • Processor: Core i5-8259U, Ryzen 5 PRO 5650U
  • Memory: 8 GB RAM
  • Graphics: Nvidia Geforce GTX 1050, Radeon RX 570
  • Storage: 512 MB available space
  • Additional Notes: Widescreen support up to 7680x1440

Recommended

Recommended:
  • OS: 11
  • Processor: i5-9600K, Ryzen 5 3600X
  • Memory: 16 GB RAM
  • Graphics: Nvidia Geforce 1050 Ti, Radeon RX 580
  • Storage: 512 MB available space
  • Additional Notes: Widescreen support up to 7680x1440

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Demo available now

    The demo version has been approved by Valve 🤩 which means it is available right now! For me this is very exciting news.On a side note some more news: I've received feedback that kids seem to enjoy the game, but have difficulties reading the skill descriptions for example. Hence, I'm going to translate the game. French and Spanish will be done by friends. I'll do German. Work in progress language selection screen - for the first game start only: Language will be automatically selected on the first start based on OS language. And of course a language selection dropdown menu also needs to be added to the options menu to change language at any time.Instant respawn added when dying, which was suggested by playtesters. It makes the game faster and increases flow :-) Very good suggestion!Default keys are now WASD instead of arrow keys to better support users with 60% keyboards. Everything can still be remapped in the options thoughReworked the tutorial quite a bit based on a lot of feedback. Apparently the tutorial did not receive sufficient love before 🙈The minimal marketing I've done so far during the last week or so (flyers at Gamescom and a hand full of forum posts) did lead to a small bump in wishlists ːsteamhappyː nice!Currently working on a press kit, which can be used to contact press, influencers and the like and hand them every bit of information they need directly and in one place. Maybe we'll get another bump in wishlists this way :-) Let's find out!
    Read full article on Community Announcements (Inv1s1ble)
  • AnnouncementsOfficial

    Demo under review

    Quick notice: The demo version of Skippy's Grand Escape is currently in Steam's review queue.It seems it will take a few working days to get approval before it appears on the store page.Meanwhile I'm going to distribute some flyers at Gamescom 2026 today :-) Let's see if this makes some people interested in the game (indicated by wishlist additions).frontinsideDemo will be available for Windows and Linux/SteamOS, so it can be played on PC, SteamMachine and SteamDeck :-)
    Read full article on Community Announcements (Inv1s1ble)
  • Patch NotesOfficial

    August 2026 Update

    Hi all,Another batch of wildly scattered additions and changes from all around the game:Trailer doneFinally, some moving images on the Steam page 😊Demo doneYou’ll be able to play the tutorial, 3 levels of sector A, 3 levels of sector B and 2 levels of sector C. This means 8 out of 42 levels (= 19%). That might be a bit much content for a demo. However, it allowed me to create a demo without reworking the overworld or creating (and maintaining) a separate demo-overworld etc. And there is still quite a lot of stuff not included in the demo: Several skills, hardcore mode, many achievements, full-version leaderboards, 3 sector mechanics, all of the optional dark/x0 levels, i.e. 34 levels not includedIt brings a subset of the full version achievements, stats and even leaderboardsRGB lighting support added (off by default)Have your RGB hardware light up in the levels background colors, flash / play effects when skills are used, you die, etc. Working for all manufacturers which support Windows dynamic lighting (e.g. Logitech and Razor) + CorsairQuality-of-life featuresEverything is skippable! This includes Splash Screens, Intro, Outro, Credits, Level start animations…On-screen messages have a progress bar like indicator so you know how long the message will stay on screenPause screen offers a “Next song” button, though I’m not sure if this is necessary since all songs are great (really great job by my music guy @Wenner)Steam’s dynamic cloud sync implementationThe game used auto cloud sync before, now it is dynamic.I.e.: You can now suspend the game on the Steamdeck, continue playing on PC, then get back to Steamdeck and not lose progress by doing so 😊Players have the option to continue with the outdated data from Steamdeck thoughA typical “saving-in-progress” icon in the bottom right corner added to give an indication when progress is savedNebula graphics improvedBackground nebulas looked like this before: Now they are a lot more detailed and (at least for my eye) interest...
    Read full article on Community Announcements (Inv1s1ble)
  • Patch NotesOfficial

    May 2026 Update

    Hello there, again,Quickly wanted to share some of the latest developments from all around the game this time.FeaturesClassic Doom styled keycards added as a a homage and as a new mechanic for sector F, boosting the usability of the tactical beacon quite a lotThere are shielded enemies now in time attack and hardcore mode. These you can’t just kill or disable. Hence, you must be a bit more careful and scout the area ahead of you. This should make route planning and skill selection a little bit more tactically challenging.ProgressAll levels are done – for now. Playtesting will certainly lead to a humongous amount of necessary changesEvery sector now includes an optional “dark/x0” level, increasing the amount of levels to 42! Optional levels take their sector’s new mechanic and do something special with it. This could mean the level gets a bit more complicated or difficult or deadly. In any way, the goal is to make these levels more interesting. If you like additional challenges or variety, this is for you. Several cool music tracks have been added to the time attack as well as relaxed mode playlists.There is an intro and outro in the making to give Skippys Grand Escape a (minimal!) “story” frame.Added a credits animation, because why not add it way before the game is even finished...EXTENDED SUPPORTSGE should now receive a “fully compatible” rating from Valve for the Steam Deck once they’ve tested it.Widescreen support added and tested with up to 7680x1440 (16:3). 16:10, e.g. for Steam Deck also tested.A couple of accessibility options added. Alongside this, several screen elements, e.g. the background layer, received textures that make their color less important, which helps people with impaired color vision, but all players should benefit from a better readability.ImprovementsSeveral performance improvements implemented to reduce loading times and CPU load.Several VFX improvements to breathe some more life into enemies and objects. Almost everything got some nice l...
    Read full article on Community Announcements (Inv1s1ble)
  • Patch NotesOfficial

    January 2026 Update

    Hello there, again,Quickly wanted to show some of the latest developments.With a bit of context first:Many of the current elements regarding the visual and audio quality are in their first iteration. Some I even quite like in their current state. Most of the elements could benefit from an overhaul though.Since I’m following a mostly hedonistic (aka unstructured) approach when it comes to what tasks to tackle next, I’m already doing some graphical overhaul here and there, even though the game is not finished yet – and well knowing that there are more important tasks on the to-do list.The benefit of this approach is that I almost always work on tasks that I enjoy at that moment. And in the case of graphical overhauls, I immediately and always see the results whenever I test the game - which is also enjoyable for me.What's new? What changed?(Fully and quickly skippable!) splash screens, because the game appears a lot more “official” or “real” with those included. For me personally this has a surprisingly strong effect.Main menu and button redesign: Previously the only dynamic element was a relatively demanding star field with around 200-500 GPU particles in the background: Now it uses ~10 particles, but some more elements and a start-up animation. With the new menu the button design for the whole game got an overhaul too. Without further ado, may I present the new design: (The colors in the video are a bit distorted, no idea why though. The game title should have the same color as the previous menu design). For me personally the new menu already looks a lot more interesting and somewhat professional than before. Then again, I am the one designing it, so I am probably the worst person to judge 😅Added a Performance Monitor for convenient ingame analysis during playtesting: Added feedback buttons in various places for convenient reporting of bugs / feature requests and feedback in general: The feedback form will automatically collect some data in the background like CPU/G...
    Read full article on Community Announcements (Inv1s1ble)

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