M MazeLegends Download
Closed alpha — playtests in progress

The maze is alive.
Find them before they find you.

A 3v3 first-person shooter inside a procedurally generated dungeon. Six champions, an alien jungle, a central boss, and one rival core to crack — every match starts with a brand-new map you've never seen.

Download the launcher macOS · Windows · 3v3 · 20–25 min matches
The game

A maze. A jungle of monsters.
A core to break.

MazeLegends takes the strategic depth of a MOBA and the tension of a tactical FPS, and drops them into a labyrinth that changes every match. The fight is short — twenty minutes, give or take. The stakes go up fast.

The Maze

Procedural dungeon. New every match.

A fresh 80×80 labyrinth is generated at the start of every game — corridors, dead ends, alcoves, camps, the boss arena. Knowing the map is impossible; what you bring is what counts: sound, instinct, the intel your team can build in real time.

  • Day and night cycle changes how the maze breathes
  • Some walls give way to explosives — corridors aren't fixed
  • Bases sit at the four corners; the rest is unwritten
The Monsters

An alien jungle, hunting from the walls.

Aliens own the maze. By day they sleep on the walls in a cocoon-like grip — wake one and the rest scream and descend. By night the whole maze hunts. Smaller crawlers swarm near the bases for an easy farm. Larger camps hold gold and buffs deeper in. A boss waits in the center: kill it, and your team wins a temporary edge that can decide the match.

  • Crawlers — fast, fragile, in packs of 3–5
  • Camp leaders — Red and Blue, drop bonus loot
  • Central boss — Baron-style. Leashes if you flee. Buffs your team if you don't.
The Goal

Two squads. One core each.

Three players per side. Each team defends a core deep in their base, behind destructible gates. Damage to the core scales with your team's level — early rushes do almost nothing, the late game decides everything. Pick your champions, your two summoner spells, your weapon. Then go take theirs.

  • Three on three. No queuing for matchmaking — friends only.
  • Gates absorb the early game and break under late-game weight.
  • Hard timer at 30–35 min. Highest core HP wins.
Match flow

Twenty minutes.
One core to crack.

  1. 01

    Farm the maze

    Hunt aliens for gold and XP. Crawlers near base for the early levels. Camp leaders deeper in for buffs. The boss in the center for the team-wide edge.

  2. 02

    Recall, shop, gear up

    Channel a recall to base — audible to anyone nearby. Buy weapons (sword, bow, knife), unlock four mastery tiers per weapon, stock up on potions and throwables.

  3. 03

    Engage and out-think

    Pick fights, gank flanks, lay traps. Use summoner spells (Flash / Teleport / Invisibility) and your champion's abilities to bend the odds. The maze rewards angles.

  4. 04

    Crack the gate

    Break the enemy gates. Push the core. Damage scales with your level — the late game is when the match is actually decided.

Roster

Six champions.
One question: how do you win the maze?

Every champion has a passive, two abilities, and an ultimate. Pick two summoner spells before each match.

Phantom

Infiltrator
Silent flank
Passive

No footstep sound while walking

Abilities
  • Sound bait — orb that fakes footsteps
  • Phantom wall — fake wall enemies see solid
Ultimate

Spectre — invisible 5s, +30% speed

Warden

Controller
Information
Passive

Hear enemies 50% further

Abilities
  • Sentinel trap — invisible slow trap
  • Stone wall — temporary corridor block
Ultimate

Sonar — reveals all enemies in 10 cells, 4s

Breaker

Destroyer
Path & engage
Passive

2× damage to walls and structures

Abilities
  • Charge — dash 8m, stuns first hit 1s
  • Explosive — destroys a wall + zone damage
Ultimate

Quake — destroys all walls in 3 cells, opens an arena

Stalker

Assassin
Ambush
Passive

+40% damage on backstab

Abilities
  • Grapple — climb walls, drop on prey
  • Smoke — 4s vision block in a corridor
Ultimate

Beast Master — controls a nearby alien for 12s

Sage

Support
Sustain
Passive

Heal 2 HP/s near a teammate

Abilities
  • Heal zone — throwable 5 HP/s, 5s
  • Barrier — 50 dmg shield on an ally
Ultimate

Resurrection — revive an ally on the spot

Hunter

Tracker
Anti-fugitive
Passive

Sees enemy footprints on the ground

Abilities
  • Tracer arrow — sticks, reveals enemies in radius
  • Net — slow + disables dash/flash 3s
Ultimate

Hunt — sees all enemy footprints + speed for 10s

Mechanics

Built around the maze.

Procedural maze

80×80 cells, fresh layout every match. No memorized lanes — only sound and instinct.

Alien jungle

Crawlers near base, camps deeper in, a boss in the center. Farm shapes the fight.

Day & night cycle

Aliens sleep on walls during the day. At night, the whole maze wakes up.

Summoner spells

Flash, Teleport, Invisibility — pick two before each match. The same as the rest of your kit.

Weapon mastery

Each weapon has 4 upgrade tiers. Kills with it stack a passive damage bonus.

Base gates

Anti-rush shield. Allies pass through, enemies break them down. Late-game decides.

Audio-driven

Recall is audible. Footsteps reveal you. Headshots play their own tick. Sound is gameplay.

Destructible walls

Some walls give way to explosives. Breaker can carve new corridors mid-fight.

Get the launcher

Closed alpha is live.

Grab the desktop launcher to play. Builds are unsigned for the alpha — right-click → Open on Mac, "Run anyway" on Windows the first time. Auto-updates after that.

Releases on GitHub · ~50 MB launcher, full client patched on first run · No account needed before download.