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MazeQuest 2

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MazeQuest 2

Will Orr, Chris Orr · Published by OMB Media · Official site ↗

7 user reviews — 100% positive (7 reviews)

Last updated 27 Sept 2026

MazeQuest 2 is a mashup tribute to the great console RPGs of the 90's, with infinite replay, fun storylines and sidequests, fantastic beasts, dragons, trolls, and more!. Including party based combat, 50 learnable skills, 17 recruitable characters, and hundreds of randomly generated items!

£7.19

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £7.19 · Highest: £7.198 Oct 2026

Adventure, Indie, RPG, Strategy · 2018 · More £5 - £15 games

Explore endless mazes filled with fantastic creatures in MazeQuest 2, an indie RPG that combines party-based combat and over 50 skills for a rich role-playing experience.

About this game

The King has been kidnapped, and the land of Reynard is under siege! Gather a party, and travel your way to different lands on a quest to re-seal an ancient evil. MazeQuest 2 is a mashup tribute to the great console RPGs of the 90's, with infinite replay, fun storylines and sidequests, fantastic beasts, dragons, trolls, and more!. This game has everything you ever wanted in an RPG, including party based combat, 50 learnable skills, 17 recruitable characters, and hundreds of randomly generated items!

System Requirements

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Minimum

Minimum:
  • OS *: Windows 7
  • Processor: 2 GHZ
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 560 1GB / Radeon R7 250X 1GB
  • DirectX: Version 11
  • Storage: 200 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Patch 1.65 Released!

    Patch 1.65 is now out and here's the list of changes: New stuff: - The hand with the weapon used in counter attacks is now marked in the equipment screen ( usually the right hand if possible ). Also the same hand is used in cleave attacks. Balance changes: - Tweaked the formula for growth of power of magic skills. It no longer scales exponentially. It's now a linear growth. - Greatly reduced the growth of magic cost for all spells. - Decreased the effectiveness of alchemy from .75% per point to .50% per point. This is to balance the buffs to scrolls and potions - Increased the power of potions and scrolls. - Earthquake has been lowered in magic cost and the area of effect is now + 1/2 range and 1/2 area bonuses on equipment + an additional hex for every 100 points in the skill. - Everyone has at least average growth in shapeshift. Mages and Berserkers have high growth. - Golem stats have been lowered. - Summoned golem + shapeshifted bear claws level is now determined by the level of the golem or bear. The golem or bear get increases to their claw at level 4 / 9 / 15 / 22 / 30 / 39 and so on. - Raised the magic cost of the shapeshift spell. - The health of the bear from shapeshift is no longer derived from the current magic level of the caster. - The bear from shapeshift now shares magic with the caster, when using spells in bear form the magic is deducted from the original form. However the magic cost of spells in bear form is DOUBLED. - The bear from shapeshift shares all skills that the caster has at full strength ( even if not listed ). Previously the bear shared all the skills at only half strength. - The earth dragon you can hatch on Map 4 now has claws level 6 ( was 4 ). - Barbarians and Berserkers can now learn the shapeshift skill at level 6. - Barbarians and Berserkers now have more health and magic. - Reduced the negative effect removal power of purify. It removes negative effects at half power. - Changed a lot of skills around for classes. Healers are now...
    Read full article on Community Announcements (Chris)
  • Patch NotesOfficial

    Patch 1.53 - Small update

    A quick patch to fix a few minor things: fixed a minor issue on ios Balance: changed the to hit / damage / critical bonuses of CLEAVE and PIERCE to 1/2 of normal skills ( was 1/4 ). all archer types are now good at locks
    Read full article on Community Announcements (Chris)
  • Patch NotesOfficial

    Patch 1.5 is out!

    Patch 1.5 is now out and here's the list of changes: New stuff: - New spell animations for just about every damage spell. They should look much better. - Now choose your starting class from over 20 unique classes. Their description now includes more detail. - Traps have been added. Traps do damage to the entire party if they are touched. The TRAPS skill can disarm traps of an equal level. They will show on the map if your TRAPS skill is at least 1/2 the level of the trap. Otherwise they are invisible. If the trap is set off it does damage to each member of the party who does not have reflexes skill of at least equal level to the trap. Finally resistance reduces trap damage but at 1/2 strength. The TRAPS skill is learnable by all classes with all Warrior-type classes being good at TRAPS. There is a guaranteed TRAPS book on Map 2 behind a locked door early in the level. - Locks and traps are now randomized. There is a 25% chance for a chest to be locked and no more than 20% chance for it to be trapped. Also most tiles have a chance to be trapped.. The level of trap / lock is also randomized. The level of locks and traps are +25% higher on hard and 25% lower on easy.Hard difficulty boosts the level of locks and traps by 25%. - The three guarded chests on the last map now contain level 6 unique equipment which is sure to be useful. Changed shapeshift from wolf to bear and made the skills in shapeshifted form fixed. Balance changes: - Bless and Curse still effect damage by full power but give only 1/2 power effect toward ( or against ) defense and resistance. - Increased the magic cost of spells if you have +area of effect equipment. +33% per +1 area of effect. - Halved the effectiveness of the power added from the skills invocation, sorcery and wizardry. - Increased the magic cost of almost all spells. - Ranged weapons do slightly less damage and lose more accuracy per hex. - Many changes to unit types in terms of when they can learn skills and their skill growth. - The...
    Read full article on Community Announcements (OMB Media)
  • Patch NotesOfficial

    Patch 1.5 is coming!

    Here's a list of things that have been done so far: Many changes to spell animations. Spell screen flickering in combat has been greatly reduced. The jewels now scale in usefulness. The later ones give higher stats. Searching for items after a battle has a 2/3rds chance to give you a random item ( like a chest ) and a 1/3 chance to give you an item equipped by an enemy. This makes searching for items a more attractive choice. The bonus to counter while defending was changed. Now the base chance to counter of your weapon is increased by 50% if you're defending. so for a sword with 20% chance to counter it's 30% chance to counter if you're defending. Items have a reduced chance of disappearing from shop inventories every battle. It's 2% now, was 5%. There is now an option to turn on enemy respawns and I'm thinking of totally removing respawns since it wasn't in line with the game design. Archers now can learn Wizardry at level 6 instead of sorcery at level 8. The game will now spawn books of sorcery, invocation and wizardry. Wisdom now gives 0.3% extra experience per point instead of 0.2%, also everyone has at least average gains per level with wisdom. Wealth is learned earlier for all classes and now everyone has at least average gains per level with wealth. Dwarves now get average magic growth per level. Various tweaks to the unit classes in terms of when they learn skills. Poison strength was reduced and no longer bypasses wall. Clarified some skill descriptions. Fixed some minor AI problems. ---------------------------------- Things I'm still working on: Weapons must be range 3 or greater to move screen. This is to reduce the screen jerking around so much. Strength opens locks at 2x lock power. You don't always need someone with lockpick to open locks, someone with very high strength will do. --------------------------------- Things that I'm still considering: *Maybe* autosaves *Maybe* traps, would be disarmed by rogue skill ( probably change lockpick to rogue ski...
    Read full article on Community Announcements (OMB Media)
  • Patch NotesOfficial

    1.3 Update

    Hi all - We will soon begin to work on an update for MazeQuest 2. Here are the list of things we are considering, based on some feedback and our own vision for the game. (iOS/PC) Elimination entirely of the “Frame" and D-Pad of the user interface, in favor of full screen Enemy re-spawning See how much MP a skill costs See the numbers / details on every stat Simulate battle option Longer term: Insert the option to play cards for gold in the tavern. Cloud saves Expansion to Android/Google Play (PC Only) Right Click Functionality If any other reasonable concern or request didn't make it on this list, let us know. -Will
    Read full article on Community Announcements (OMB Media)

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