The Labyrinth

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Published
Jun 21, 2017

Description

Note: The game runs at 1024x768, if you have a display window smaller than these dimensions the game will cut off. If your display window is exactly 1024x768 you'll have to play in fullscreen mode to see the entire game

The Labyrinth is a text-based dungeon crawler with a heavy emphasis on combat and looting. You take control of a party of four adventurers as they attempt to go into a cursed dungeon that has endlessly sent hoards of monsters to terrorize the surface world.

With 16 playable classes and 25+ enemy classes, each with their own 9 unique spells and countless combinations of items, every run is sure to bring something different than the last. The game also has a seeded randomness feature, so you can play the same run multiple times or play with friends using the same seed.

Controls

The mouse can control every aspect of the game.

F11 toggles fullscreen

When in combat the keyboard can be used to issue commands:

- When an action is not prepared, numbers 1-8 select the corresponding entity (up-down, left-right in that order), "A" prepares an attack, "Q,W,E,R" prepares the corresponding spell (left-right, up-down in that order), and "S" skips the turn.

- When preparing an attack/spell, numbers 1-8 selects the corresponding target (up-down, left-right in that order) and "C" cancels.

- At any time left+right can be used to flip through the combat log, and up-down can be used to flip through the statistics/buffs/debuffs screens.

September 20, 2017

Patch 0.7 I've finally been able to get around to add more enemies! Now all Warrior, Mage, and Rogue bosses have been added into the game. I'm still working on Archer bosses because the last one is a little tricky This patch also has somewhat of an overhaul of many spells across both enemies and players. Many spells have had minor number tweaks, and some have had complete reworks! Read below for more information Bugfixes
  • Fixed enemies instantly dying on the start of combat if your party level was greater than 100
  • Fixed (hopefully for the last time) Status Effects that change a true/false value not reverting properly if you have mutliple effects that change that stat
  • Fixed Offhands not updating their multipliers properly when scaled (for instance, a Club would say it applies a 10% cripple but it would only apply a 5%)
  • Fixed the Experience Gain Offhand Special granting too much Experience when it activated
  • Fixed item specials that increase a stat sometimes not displaying the stat change on their description (only visual, the item still granted the stat bonus)
  • Fixed the Blacksmith room issues with negative gold costs and duplicate item choices
  • Fixed some Offhands not applying their effect ever (looking at you, Clubs)
  • Fixed the Dragon Slayer's Drink Their Blood applying the wrong buff when you unlock it
  • Fixed the Dragon Slayer's Slay second upgrade description problems
  • Fixed the Flesh Eater never casting Cannibalism nor Blood Conversion
  • Fixed the Deathbringer's Harvest healing for more than it was supposed to
  • Fixed the Ninja's Concealment Shroud Duration Increase not working properly
  • Fixed the Hunter's Jugular Strike first upgrade actually lowering the Hemorrhage multiplier instead of increasing it
  • Fixed the Hunter's Ensnare second upgrade reducing Quickness by a flat 35 instead of by 35%
  • Fixed the Sharpshooter's Zero In Expose mutliplier description issues
Additions
  • Added the Chrono Keeper. He's a Mage boss with an emphasis on time. He always starts combat with his 4 actives unlocked regardless of his level as the interaction between them all is unique. He can only cast Start the Clock first, and after a couple turns he can then cast the next spell, then the next, and so on until after 9 total turns he casts Out of Time which can devastate your party. He has a spawn of 66, meaning you'll only see him when you're two-thirds of the way through your run
  • Added the Chrono Keeper's unique weapon, Time Ebb. This increases Quickness by 25 and grants a 50% chance to reduce Maximum Health by 15% on Cast (permanently)
  • Added the Elder. He's a Rogue boss with an emphasis on class-based targeting. Each ability targets one of the Main classes (Warriors, Mages, Rogues, or Archers), granting special bonuses if he targets the right class. For instance, Warrior's Knowledge deals bonus Damage if he targets a Warrior. He has a spawn of 66, meaning you'll only see him when you're two-thirds of the way through your run
  • Added the Elder's unique weapon, Wrath. It increases the Elder's Damage Dealt for a few turns after dealing Attack Damage, stacking up to 5 times or 75% total bonus Damage Dealt
  • Added combined Damage Status Effects so things like Damage Reduction/Buffs/Exposes/Weakens aren't split between 2 Attack and Spell effects (takes up less space on the Buffs/Debuffs screen in combat)
Changes
  • Changed the description of the Burning and Freezing weapon specials to more clearly define what they do. Burning Burns and Exposes (a Burn is damage over time based on weapon damage), and Freezing Slows and Disarms
  • Changed the Skeleton Knights (Necromancer's minions). Their spells now cost Health as a measure to try to cut down their early-game strength if you encounter lots of them at once
  • Changed the Skeleton Knight's Iron Bones. Instead of providing an Attack Damage Buff/Reduction initially it provides a general 20% Damage Reduction Buff. Its first upgrade increases this to 35% and its second upgrade provides a Damage Buff equal to the current percent
  • Changed the numbers on the Thrall's Relentless. His Accuracy is set to 50% (regardless of its original value, the second upgrade increases this to 65%), but the Damage Buff increased to 75% (50% initial + 25% upgrade) from 35% (20% initial + 15% upgrade). The spell also now Silences the Thrall for the duration
  • Changed the second upgrade of the Tower Knight's Pulverize. Instead of Crippling the target, the spell instead converts the Maximum Health Damage to Divine Damage
  • Changed the Berserker's Equalizer to make it more streamlined. It no longer has a Current Health Percentage cap, it Heals the Berserker by 35% of his Maximum Health (20% initial + 15% upgrade) and deals Divine Damage to the Target equal to 35% of their Maximum Health (20% initial + 15% upgrade) if the Berserker has a lower Current Health Percent than the Target, but it's half effective against Bosses
  • Changed the second upgrade of the Templar's Cleanse. It now increases the Mana Costs of Enemy casts by 50% for 3 turns instead of Silencing for 3 turns
  • Changed the White Mage's Rejuvination. It now applies its Mana Rejeneration on all allies instead of just a single target. The regeneration multipler also increased to 50% (30% initial + 20% upgrade) from just a flat 35%. The second upgrade reduces the regeneration spread to 3 turns from 5 turns
  • Changed the Arcane Hunter's Soul Swap. I feel the spell was pretty useless and the Arcane Hunter never really seemed to use it. The spell is more streamlined and it focuses on swapping Health initially instead of Mana. This makes it a unique sort of Healing spell that he can use to sustain himself in combat longer
  • Changed the Assassin's Quell the Weak. Instead of Exposing targets with less Health than you the spell now Exposes if the enemy is below 50% health. The expose is now a total expose (Attack and Spell damage) as opposed to just an Attack expose. Its second upgrade now sets the target's Health to 50% if they're between 50% and 75%
  • Changed the Duelist's Titan Takedown. Its first upgrade (dealing bonus damage to bosses) has moved to its second upgrade, and its first upgrade now reduces the Missing Health threshold by 15 (meaning the instant kill chance increases quicker)
  • Changed the Jester's active abilities targeting. Instead of raw numbers (choosing two random allies, two random enemies, etc.), the spells now target "half" available targets rounding down (except if there's only 1 target), so if there's 4 available targets then the spell will affect 2, or if there's 2 available targets the spell will target 1
  • Changed the Jester's Laughing Fit. It now gives the health and mana regen to only half of all allies instead of health regen to one half and mana regen to the other half. Its second upgrade reduces the health and mana regen of half of enemies to 0% for the duration
  • Changed the Jester's Uncertainty first upgrade. Instead of dealing half damage to enemies not struck initially it instead gives a 50% chance to convert the initial damage to Pierce (it no longer can hit all enemies)
  • Changed the Herbalist's Experimental Potion. It now chooses only a random 3 bonuses from the original list (Damage Buff, Shield, Accuracy, Crit Chance, Quickness, and Instant Kill Chance/Debuff Resist with the second upgrade), but the buffs percentages increased to 35% (20% intial + 15% upgrade) from 25% (15% inital + 10% upgrade)
  • Changed the Herbalist's Poisonous Armor. It now has a base 35% chance to activate, and the first upgrade no longer increases the chance but instead increases the Poison multiplier by 5% (for up to 15% total). The second upgrade also no longer applies an additional Poison when you're below 35% health but instead gets another 35% chance to apply a Bleed (not dependent on your health)
  • Changed the Hellbringer's Melting Armor. Its main effect now either reduces every enemies' Armor by up to 30, capped when their Armor equals 0. Its first upgrade increases the Armor reduction by 20. Its second upgrade deals Spell Damage to each Enemy equal to 2.5 times their Armor (before reduction)
  • Moved the Health Regen numbers on the Herbalist's Natural Resistance. You still get 7.5% total Health Regen, but it's split between 4.5% initial + 3% upgrade from 3.75% initial + 3.75% upgrade
  • The Hunter's Beast Hunter second upgrade Cripple no longer has a cap and instead Cripples the target by a flat 20%
  • Changed the Hunter's Critter Hunter. Instead of Exposing when the enemy has less Health than you, it Exposes if you target an enemy that's either alone or has the lowest health of all current enemies. As a result the total expose no longer works off of a percent increase per percent health change and is a flat 25%
  • Working off of above, Critter Hunter now adds a Bounty debuff for 3 turns, where if you kill the enemy while Bounty persists the killer Heals by 20% of their Maximum Health. Critter Hunter's first upgrade now increased the Heal to 35%, and the second upgrade provides a Mana Restore equal to the current Heal percent
  • The Sharpshooter's Zero In no longer applies its effects if you target a single enemy (such as a single boss with no minions or one enemy alive with all other enemies dead), but its total expose multiplier increased to 50% from 35%
  • Moved the Accuracy numbers on the Sharpshooter's Steady Aim. You still get 30% Accuracy, but it's split between 20% inital + 10% upgrade instead of 15% initial + 15% upgrade
Buffs
  • Increased the Knight's On Your Feet Heal to 35% (20% inital + 15% upgrade) from 25% (15% inital + 10% upgrade)
  • Increased the Thrall's Powerful Hit initial Damage to 150% from 140%
  • Increased the Flesh Eater's Hunger second upgrade Constitution increase on Kill to 10 from 7
  • Increased the White Mage's Divine Touch second upgrade Damage Shield duration to 3 turns from 2
  • Increased the Herbalist's Herbal Remedy Heal to 50% (30% initial + 20% upgrade) from 35% (20% initial + 15% upgrade)
  • Reduced the Herbalist's Herbal Remedy Heal duration to 4 turns from 5 (since the heal is spread over the duration, a smaller duration gives more healing per turn)
  • Increased the Hunter's Jugular Strike second upgrade Damage Weaken to 3 turns from 2
  • The Master Archer's Final Shot bonus Damage deals Pierce Damage instead of Attack Damage
Nerfs
  • Reduced the Behemoth's Unrelenting Force Damage Reduction per stack to 10% (6.5% initial + 3.5% upgrade) from 15% (10% inital + 5% upgrade)
  • Reduced the Behemoth's Unrelenting Force Damage Dealt per stack to 7.5% from 10%
  • Increased the Thrall's Powerful Hit Damage Weaken duration to 3 turns (5 initial - 2 upgrade) from 2 (4 initial - 2 upgrade)
  • Increased the Shield Wall's Raise Shield Damage Dealt Debuff to 25% (50% initial - 25% upgrade) from 15% (25% initial - 10% upgrade)
  • Increased the Shield Wall's Lower Shield Damage Expose Debuff to 25% (50% initial - 25% upgrade) from 15% (25% initial - 10% upgrade)
  • Increased the White Mage's Rejuvination Mana Cost to 100 from 50
  • Increased the Corrupted Mage's Give Corruption Damage to 85% from 65% (this is a nerf since the spell damages an ally)
  • Reduced the Fallen Angel's Reckoning Max Health Damage to 40% (25% inital + 15% upgrade) from 50% (30% initial + 20% upgrade)
  • Reduced the Gatekeeper's unique Offhand, Fragitily, Spell Damage Dealt to 35% from 50%
  • Reduced the Necromancer's Dread Damage to 100% from 125%
  • Reduced the Banshee's Painful Screech damage to 75% (50% initial + 25% upgrade) from 80% (65% initial + 15% upgrade)
  • Reduced the Assassin's Weak Point second upgrade Crit Chance buff to 15% from 25%
  • Increased the Assassin's Quell the Weak cooldown to 5 turns from 3
  • Increased the Assassin's Quell the Weak Mana Cost to 40 from 35
  • Reduced the Assassin's Killing Strike Instant Kill Chance per level to 0.25% from 0.3%
  • Reduced the Jester's Unsettling Gaze Damage Reduction to 50% (30% initial + 20% upgrade) from 75% (50% initial + 25% upgrade)
  • Reduced the Jester's Uncertainty Damage to 65% from 75%
  • Reduced the Hunter's Critter Hunter damage to 65% from 100%
  • Increased the duration of the Hunter's Critter Hunter to 5 turns from 3
  • Increased the Mana Cost of the Hunter's Critter Hunter to 50 from 35

August 27, 2017

This is just a small patch to address some issues before I release 0.7 in a few weeks Bugfixes:
  • Fixed one final boss instantly dying when combat started
  • Fixed the Behemoth's Primal Rage upgrades not working properly
  • Fixed some description issues on the true final boss' spells
  • Fixed the Behemoth's unique item, Bone Breaker, spawning in your inventory at the start of a new game
  • Fixed Status Effects that stack being able to go above their maximum limit
  • Fixed Attention not removing instances of Attention Untargetables (for instance, if two Shield Walls cast Wall Off then the Shield Wall that cast it more recently will be targetable instead of both Shield Walls being untargetable)
  • Fixed the Sharpshooter's Steady Aim second upgrade incrementally lowering your Critical Strike Chance every time you load the game
Additions:
  • Added extra text to stacking effects in combat, the effect description now says the current amount of stacks and the maximum amount of stacks allowed
Nerfs:
  • Reduced the Lifebreaker's Mark for Death initial Damage to 100% (80% initial + 20% upgrade) to 115% (100% initial + 15% upgrade)

August 17, 2017

Patch 0.6 I finally got around to overhauling my Status Effect code! It was old and sloppy, now I'm pretty happy with it. I've also overhauled my item generation code, allowing for level-scaling. This allows for much more efficient enemy generation and also allows items you find in the run to be level-scaled (for instance, items you make in the Blacksmith Room) The shop utilizes the new item generation by scaling its items to levels around your party members Lastly I changed the character selection screen. All 16 classes are open for each character to play as instead of the old system where there's 8 player clases and 8 ally classes. So now an ally like Damon can be any Warrior, not just the Knight. To keep the character's individuality each one now has a unique trait they gain for the whole run Unfortunately this update will mess with your current save, so if you notice any issues with old saves it might be best to restart the game This patch requires a lot more focus. I've noticed the game is harder, items that you're able to equip are reduced in the early game. Since enemy items are going to be scaled to their level more often, you'll have to look more to their loot for upgrading your gear and less at treasure rooms/shops Bugfixes:
  • Fixed the Secret Boss's floor generating too early
  • Fixed item slot gold values not reflecting their actual number depending on the Gold Multiplier
  • Fixed the Spell List text not aligning properly in the Blacksmith Room after you select an item special
  • Fixed the rare item Foresight not granting the first action in combat
  • Fixed being able to equip 2 handed weapons with offhands equipped
  • Fixed the Deathbringer sometimes using Weakness on dead targets
  • Fixed the Gatekeeper's Grimoire Cooldown Reduction not applying the proper amount
Additions:
  • Added the Enchantment Room. This allows you to spend gold to apply a random Special onto an item, or to scale it to one of your character's level
  • Added the Behemoth. He's a powerful Warrior boss with an emphasis on attacking. His ability, Pummel, deals damage based on his and the target's Maximum Health. His passive, Unrelenting Force, provides Damage Reduction every time he attacks. He has a spawn of 66, meaning you'll only see him when you're two-thirds of the way through your run
  • Added the Behemoth's unique weapon, Bone Breaker. This converts Attack Damage Dealt to 25% Max Health Damage
  • Added Spell Titles to the Spell List in combat so you can more easily tell quickly which spells are which. As a result of this I moved some spells around so they would fit the spell list properly (this might affect loading issues)
  • Added base values to Offhands so that lower-level Offhands still give some small bonus
  • Added Traits to ally characters. On the Character Selection screen you can see each trait each ally starts the game with. This trait is a permanent bonus for only that character and allows you to put characters in roles that best suit their trait
  • Added level-scaling in the Blacksmith Room. You select the entity you wish to scale the item to and when the item is generated it will be the level of the selected entity
  • You can double-click items in the shop to quickly purchase them
  • Added a loading bar on the preloader screen. I'm not sure if it's going to work properly because I've been having constant issues with getting this to work right
Changes:
  • Overhauled my Status Effect code. Hopefully issues pertaining to the old code are gone
  • Overhauled my Item generation code. Items can now have their stats generated off a given level, which is used for enemy generation making it much more efficient. Some items in the run you find will also be level-scaled
  • Overhauled Character Selection. All 16 playable classes are open for every character, not just 8 player classes and 8 ally classes. Additionally allies can be assigned to any subclass (for instance, Damon can be a Templar, he's not locked to being a Knight), and each one has a unique trait they have to the whole run (for instance Corinth gains a permanent 35 Health and Mana)
  • Shop Rooms now spawn only 24 items as opposed to the original 30, but the room now generates items relative to your party members with levels that are close to their level
  • Changed item gold value calculation. I've simplified the calculations and made items have somewhat less value across the board, hopefully making gold worth more in decision-making
  • Changed Weapon/Armor/Offhand math calculations. For the most part I tried to keep their calculations similar to before but of course it's not going to be perfect. I put more of an emphasis on the type of item changing the numbers, for example Bastard Swords are going to have higher numbers compared to a similarly-levelled Wand (same thing with Heavy Armor compared to Light Armor)
  • Changed the Parrying Dagger. Its bonus is now what you'd expect with something of its name. It provides Attack Damage Reflection instead of an Attack Damage buff
  • Changed Quivers. They now give a flat increase to a random main stat as opposed to a percentage change
  • Changed slightly some numbers/descriptions of some Godly Items
  • The Floor guarantees a Resting Room after combat if there's 3 Combat Rooms in a row
  • Change the Deathbringer's Harvest. Instead of providing an inital heal and a bonus heal based on the amount of enemies dead, the spell just heals based on the amount of enemies dead
Nerfs:
  • Decreased the Necromancer's Special Weapon, Spirit Stealer, Health and Mana Steal to 20% from 25%
  • Decreased the Sharpshooter's Steady Aim second upgrade Critical Strike increase to 10% from 25%
  • Decreased the Sharpshooter's Zero In Expose to 35% (20% initial + 15% upgrade) from 50% (30% initial + 20% upgrade)
  • Decreased the Marauder's Laceration Bleed to 15% (10% initial + 5% upgrade) from 25% (15% inital + 10% upgrade)
  • Decreased the Jester's Jester's Dance Damage to 65% (40% inital + 25% upgrade) from 75% (50% initial + 25% upgrade)
Decreased the Jester's Uncertainty Damage to 75% from 85% To do:
  • Change the Stat Check Room so it's more engaging
  • Add the remaining enemies and bosses
  • Add more unique items (I have ideas for shop-based items)
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