Project Maze cover
Project Maze screenshot
Genre: Adventure, Indie

Project Maze

Ancient Maze Update

Humu!

Here is small update.

  • Fix performance [yes yes, massive boost with LOD's, cull distance and fog settings]
  • Added 1 part of each module variations [with water pool]
  • Fix starter-room.



Update with First Extra Maze

...partly.

Hey-hey!

Here is update with First Extra Maze - Ancient Maze.


But in Demo Mode. What does in means?
1. Only one Maze right now.
2. I using new module algorithm of generation so:

  • Room of start and ends placed randomly
  • Modules could be with unlimited variations [what allow me to create fragments with traps, enemies, puzzles and etc], but rigt now 1 of each types except for dead ends. :squirtheh:
  • Only "Free Mode"
  • Could be perfomance issues.


Anyway, more segments variations and classic maze will be added near First Anniversary [23.05.2019 with discount -66% for 7 days]


Fixes:

  • Fixed AutoDetect and Save&Apply buttons in player options.

Update and plans on future.

Hey-yo!
As i said before:

  • New UI;
  • Optional stamina/helper module;
  • Result screen map with player path;
  • Several small fixes;



This is one of last bug updates (last one will come with 1st extra maze pack), before global update.

I plannig to separate game on two independent part: singleplayer and multiplayer [will come as free DLC]. It will help to work on game without scare about broke something in places which one i didn't touch.

Plus game will be re-created on new UE4 version with new animation packs modes and etc... Ya, 2nd year of EA ;_;

Update is coming...

....next week.

In short:

  • Updated UI;
  • Stamina module;
  • Helper module;
  • After match map with your path;




Plus soon i want to announce future plans and etc [roadmap for 2nd year].

P.S. Sorry for long awaiting 1st extra maze pack, i were very busy with main work. I hope i can release it in next month, near 1st anniversary.

Hotfix

In last update i broke lobby/invite system.
Fix already published :squirtheh:

Project Maze Update

Hai!
Here is patch.

  • Changed textures in big maze [cause on monitors with big HZ 120-144 ppl could get headache from all this flashing lines].
  • Fixed when player can't change volume of background sound in Big Maze.
  • Fixed wall collisions to prevent sticking player in column.
  • Now no need to hold button [L.Shift] for permanent run.
  • Fixed end-timers screens.
  • Added content for future updates and DLC

After match map

Hello.

Based on this suggestion i prototyped this.



It will show squares which one you passed in maze (read, your path).

Coming in path with Helper Module :squirtheh:

Helper Module [Pathfinder]

It's alive! (almost)


But dunno under what conditions will it be used.

Here is some.

  1. Like in prev builds - slow charging and using until energy end then charge again.
  2. Put some batteries in maze and made energy decrease lower or duration bigger.


Anyway pathfinder will be optional for using. Player could turn on/off it before run.

Project Maze Hotfix

Hey-hey!
Here is small hotfix:

  • Gemapad button [B for xbox-like controllers] now closing pause menu.
  • Added achievement for passing Big Maze.
  • Fixed getting of hidden achievement.

Project Maze Update

Aloha!

There is update:

  • Changed pre-game UI for Singleplayer and Multiplayer.
  • Added gamepad support.
  • Some changed in UI for Options menu and Maze Mode Panel.
  • Small visual changes in every maze [like missing floor panels].



Spoiler for next update: helper, stamina, UI :squirtheh: