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.