
Screenshots

Watch trailer on Steam ↗Rogue Maze
Bionic Wombat Games · Published by Bionic Wombat Games · Official site ↗
Last updated 7 Oct 2026
Tower defense is reinvented in this maze-defense roguelike! Design devious labyrinths fit to exhaust the unfortunate souls that enter by using special tiles that act as both your "towers" and pathway. Deploy gadgets, distractions, and tools to stay a step ahead!
Indie, Strategy, Early Access · More free games
Navigate through intricate mazes as you deploy gadgets and traps to defend against relentless waves of enemies. With each playthrough, craft new strategies using special tiles that serve both as obstacles and defensive tools.
About this game
Take on your new role as a big tech manager, feudal lord, or casino pit boss and ensure productivity is at an all-time high. Do everything you can to stop underlings from leaving your sight in Rogue Maze, a tower defense roguelike with a twist. Perfect the art of crowd control by building winding mazes filled with obstacles that confuse and fatigue, so no one can ever leave.
Endless Possibilities
Grow your tile deck after each win to ensure you’re well-equipped to keep everyone preoccupied. Smelly bathrooms, security lasers, and boxing rings are some of the many Special Tiles at your disposal.
Every Trick in the Book
An effective manager makes full use of all resources. Buy, upgrade, and discover run passives to maximize your advantages. Confiscate Gadgets from worn-out subordinates before turning these devices back against them. Flashbulbs, springboards, and snacks, oh my!
On the Move
Make your way through “The Map” between levels, taking control of how you progress to the next stage. Pick a polyomino and design your own route, making stops at shops, vending machines, or food stands along the way.
Game Features
Maze-as-a-Mechanic – Build labyrinths from tiles that act as both passageways and towers, amplifying the classic mazing thrill of tower defense.
Strategic Gadgets – Use snacks, springboards, shovels, and shuffles to manipulate your underlings, rearrange your labyrinth, and straighten out your hand.
Playable Personas – Choose your management style: Big Tech Manager, Feudal Lord, or Casino Boss. Each character deploys unique gadgets for different strategies.
Unusual Characters – Encounter unruly enemies like endless Russian Nesting Dolls, hot-headed Headless Hooligans, and the corner-challenged Monoceros.
Depth & Replayability – Every run is unique with a diverse set of levels, Special Tiles, Gadgets, and more, making each playthrough a new challenge.
Custom Workspace – Make things work for you with a slew of quality-of-life and accessibility options: visual overlays, remappable controls, color-blind friendly options, and more.
Music to Match – A brand new original soundtrack by indie music star Joanna Wang, with Andrew Page, and Baron Jan.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Quad Core
- Memory: 8 GB RAM
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Hotfix v0.7.6.14
Hotfix: Fixed a nasty bug in the translation layer that was causing incorrect strings to appear. 🐔Read full article on Community Announcements (bionicwombatgames)Patch NotesOfficial
Demo Update: Translation and Unlocks!
🇹🇼 🇨🇳 🇲🇽 🇰🇷 Translation! 🇫🇷 🇧🇷 🇯🇵 🇩🇪Rogue Maze is now available in: Español, Português (Brazil), Français, Deutsch, 繁體中文, 简体中文, 日本語, and 한국어! This is our first pass at translation, please bear with us for any missed fields or mistakes.FeaturesAdded The Stash -- runs now accumulate money in a bank which can be spent on...The Spin To Win Wheel! Players can now unlock tiles, gadgets, and more, through the Wheel.The Wheel can be accessed from The Handbook at any time, or through the Main Menu when a spin is available. TutorialA new tutorial flow has been implemented. The old tutorial was kind of "between states": we'd changed how gadget loadouts and attack rounds were working, as well as hard-coded a first time tile selection, but the tutorial hadn't yet been updated to reflect that. It's now been fully updated! We've also reduced a lot of flavor text, tightened copy, rerecorded ALL of the example videos, and streamlined the requirements. Gadgets & TrapsPlannerFiller gadget now upgrades the tile it placesUsing a subsequent Swap Shape gadget on the same tile will not keep charging youCamera Flash is now a permanently placed Trap BalanceTemporarily disabled Blemmy from spawning. More on this soon.Reduced health of the Mimic boss by 50%Reduced health of the Matryoshka boss by 10% UIAdded a Difficulty Info Panel to the Difficulty Select, showing the changes between difficultiesUpdated the art on Gadget Cards in the Rewards view.Updated the art on Choose a Gadget cardsTutorial videos only start when browsed toHoverwords are now accessible from GamePad on tutorial / rewards screenInfoMode UI lays out more consistently on the right hand side of the screenLaser tiles now show a range indicator when they can link upUpgrade can now upgrade up to 5 tiles in a cross shapeAura indicators now show as green on unactivated Radioactive TilesAura indicators now show in infomodeLower light intensity on Vaporwave environment ArtAdded New Upgrade VFX prefabsRecolored HotspotsTweaked Camera ...Read full article on Community Announcements (bionicwombatgames)Patch NotesOfficial
Demo Patchnotes v0.7.6.1
PatchnotesDemo Launch DayWelcome to the Rogue Maze Demo! This is my first ever game release and here I am releasing a Day 1 patch and now I feel like a real game developer 😅 I hope you're enjoying the demo! v0.7.6.1GameplayFlashbang is now a permanent Trap gadget, with a cooldown scheme like Springboard/Pusher UIAttack Gadgets are now referred to as "Trap" Gadgets in the Handbook, and in GadgetInfoViewsInfo mode always outlines tiles now, so the current tile is always highlighted for gamepadGamepad UI Cursor can hover over the tiles in your hand now BugsGamepad no longer skips the intro screenFixed some edge cases where rogues will not transition cleanly between wrestling, cleaning, confusion, and foodPlay/Pause Speed presses no longer accessible from main menuShowtime no longer travels while in stunShowtime hides boombox when in the Wrestling RingFood interrupts Cleanup Dan's gadget cleanup, but he will resume it afterFixed a bug where traps don't refresh on final waveTraps can no longer be placed on Wrestling tilesUntie WASD camera movement from frame-rateFixed a bug where you can undo your last tile while in Path Builder modeFixed a bug where the wrestling ring vfx can leakFixed a bug where status sounds would keep playing after enemy death MiscAdd a setting to disable Long Press buttonsTutorial Requirements "Continue" is no longer a long press buttonChange "What's New" button on the main menu to "Roadmap"Add a CTA to highlight the Roadmap button (it disables after you press it)Add new main menu logo for the DemoRead full article on Community Announcements (bionicwombatgames)AnnouncementsOfficial
What's Next?
Today, demo. Tomorrow, early access.Metaphorically speaking. 😅Let's see what to expect later this year.(All artwork presented below is concept art and is subject to change)The Map You may be surprised to learn that Rogue Maze doesn't begin and end in the level view. Oh no. We've got a ton of content planned in between, and that starts with The Map.Surely we are all familiar by now with the classic Slay the Spire-type map view. The overlapping paths, the fight nodes, the shop nodes. It's been done a million times, but it's been done that way because it works.On Rogue Maze, we strive to reimagine mechanics like this, and to always bring something new to the table. And so, I present our map view, the Rogue Maze map view. Imagine all your map rewards, but twisted up into a grid, where you choose your own path with Tetris-like pieces.While the nodes maintain a typical structure (shops, chests, etc), the path to get there is anything but. Starting at the bottom left of the grid, and making your way towards HQ at the top right, after each stage you are awarded with a set of tetrominos*, one of which you can place on the board. Overlap your piece with rewards on the board and your character will interact with them, pick them up along the way. Choose a rapid path to the exit, or take your time and collect every reward: the choice is yours.Each tetromino also contains a battle on it, commensurate with the size of the piece. Careful placement of pieces can also power up spots on the board: line up the -30% with a shop to receive a discount, or a 2x on a treasure chest to receive two rewards!* "Tetromino" has a pretty specific meaning, and this ain't it, but I don't know what else to call them :)ShopsWhat do you find on the board? Asserted treasures and knick-knacks... and shops of course!Factory (Tile Shop) Tile shop! Buy new tiles, or upgrade existing tiles in your deck with various power-ups. You can also toss a tile into The Shredder to remove it from your deck.Vending Mach...Read full article on Community Announcements (bionicwombatgames)AnnouncementsOfficial
Playtest Updates and Upcoming Demo
The following update was recently shared with our playtest community, but I wanted to share it here as well. We've been hard at work at Rogue Maze for coming on two years now and we're just about ready for a demo! While the playtest is limited, the demo will be going live to the public with equal content very soon. Keep an eye out!Hello, and welcome (back) to the Rogue Maze Playtest! I never intended this update to take 9 months, but alas, here we are. Somewhere in between our rough-cut friends-only playtest and today we went and made a whole game. It's been a long ride, but let's cut the boring stuff and go explore how much has changed!In each section below you can find a Before and After screenshot for each major game area.UI and Skinning(Before | After)From head to toe, Rogue Maze is now fully skinned and dressed to impress! Every menu has been polished up and animated by hand, and I'm really proud of the quality we're bringing here. Bionic Wombat Games may be a small team of just 6 individuals, but we strive for the level of polish and care you'd expect from a team three times our size.It is (no longer) a Race(Before | After)The biggest gameplay change from the initial playtest to today is a large rethinking of how enemies spawn and the general game pace. Rogue Maze v0.7 operated in a real-time cadence: pause mode was for planning, play mode was for building, and you better build fast or the enemies will escape!The new Rogue Maze lets the player control the pace. Enemies only spawn every "x" tiles placed, allowing the player to slow down, plan out, and execute the best maze they can without having to worry about time running out.To go with the new piece-based placement mode is an all-new UI showing the most important info: how many tiles until a new wave spawns, the waves that are currently on the board, and all the waves that are upcoming. Mouse-over enemy photos for detailed wave information.With the removal of the time-based gameplay also comes the removal of...Read full article on Community Announcements (bionicwombatgames)






