With Labyrinth, embark on a new Collectible Card Game (CCG) adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic player vs. player 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses, minions, and traps to defend your riches at all costs.
With the inclusion of a turn-based 3D combat system, we are excited to bring more action and tactical thinking to the battlefield, upending many conventions of traditional card games. Every card is more than a means for achieving victory: it's also part of a living, breathing world. This also plays to our studio’s experience in making AAA action games.
The combination of tactical action with familiar CCG strategy opens the door to a new kind of adventure game. We are happy that the creator of Ascension and Solforge, Justin Gary and his team at Stone Blade have joined us to add their decades of experience playing and designing CCGs to our own. Together we are exploring this new frontier and discovering new possibilities for rich gameplay.
We are passionate game developers. We want that to shine through in Labyrinth. In crafting the diverse world of Hylea, whether we are describing the Cosmos and creation story of Starfall or the jewelry of a Giant from the Northern Clans, we strive to have our passion and attention to detail reflect in every facet of story and art.
First and foremost, Labyrinth is a collectible card game. With their hallmarks of creative play, endless combinations, meta-game thinking and the potential for vast expansion, CCGs offer the best and longest-lasting experiences in gaming. We've captured these proven qualities and folded them into an exciting new game.
Labyrinth is a love letter written to the things that first ignited our passion for gaming--collectible card games, fantasy RPGs, and turn-based PC strategy games. We'd love to hear your thoughts on this project and any feature requests!
Text on Invoke Ruin kicker
Trigger on Thirsting Axe Durability spend v multiple attackers in same turn
Harder They Fall damage result vs Boss
Moordiar, the Sorcerer and Sarkhet, Death's Envoy name missing on certain UI elements
Added redundant Tenacity check to Draw In targeting to prevent sequential pull of Heroes within Dauntless Vigil
Revised Exploit Weakness debuff evaluation to prevent calculation errors
Revised base Hero draw 2 to start of first tick instead of unit turn first tick to prevent lost draws from Temporal Anomaly and allow looking at all three Hero decks
Fixed text on Channel the Storm range
Fixed required stats on Death Grasp to match range
Fixed Molten Veins decreasing cost of Fire Channels
Fixed Blade of the Immortal spending on Counterstrike
Fixed Judgement of Urix kicker to process damage instantly to trigger Sarkhet's ability
Fixed restrictions on Dauntless Vigil preventing Sarkhet from adding to deck
Revised next attack buffs to filter out use on entire Channel so as to use/expire on first attack in Channel instead
Fixed Surefoot not ignoring Difficult Terrain
Revised Tranquil Bloom and Quicksilver arrow to refresh your move only
Fixed Beseech the Sun God healing after Assault
Fixed Time to Feed healing total damage done for each hit instead of just damage for that hit
Revised targets of kill triggers on Angel of Death ability, Ghostbite, Tinker's Warplock, Cycle of War to prevent missed triggers
Fixed summon triggers for Eerie Marauder, Dawn of Zha, Cave Spider to make sure they happen on tick and not boss turn
Added Tenacity filters to Venomfang Queen Tick add, Chilling Growl move debuff, Blizzard Golem move debuff, Shockwave and Crushing Blow Knockback, Howl from Within Tick add
Added redundant Tenacity check to Awakened Might targeting
Removed Tenacity filter from Word of Command targeting
Added Structure check to targeting on Subdue, Word of Command, Force Push, Howl from Within
Fixed Tremor damage result
Fixed Pounce movement result
Fixed tooltip on Doomsday Machine using Great Experiment structure for stats
Removed Strength of the Undying unnecessary filter preventing play by Boss
Minion Ai revisions to prevent moving out of revised range for Aspect of Zha and Cannoneer
Allowed Entreat the Goddess and Primitive Idol to be used on full Health targets for Devotion gain and Offhand turn passing, respectively
Increased Star Cost on Splinter of Nilath (3), Boots of speed (2) for Heroes
Increased Star Cost on Howl from Within (4), Heart of Primeval (6), Aether Tap (3), Force Blast (3), Chill of Ice (4), Geist-Charged Arsenal (4), Inertial Inhibitor (3), Warlord's Might (3), Horn of Uldenum (5), Strength in Numbers (4) for Bosses
Revised Giant Queen Armor to 1 and Health to 55
Nerfed Mech Scorpion to 35 Health for consistency with Mechanical trait Health v Armor balance
Switched odd/even for Mech Scorpion ability to prevent even Tick attack deck exploit
Tagged Magnetron, Dynomine, Arc Node, Flamewall Pylons, Voidmine damage as attacks and give visible attack power
Revised half health triggers and text to less than or equal on Bloodborn Bracers, Oath of the Deathless, Go For The Throat, Awakened Fury, Awakened Might, Awakened Force
Thank you to everyone who purchased one of the new heroes or bosses. We appreciate your supporting Labyrinth development while it is in Early Access.
In order to run Labyrinth as a free to play game that can sustain its operating costs and better cover the cost of development for a given hero or boss and their associated level-up cards, we will be increasing the price of the non-basic heroes and bosses in the patch after this one. We want to give players advanced warning so that they can buy any hero or boss at the lower price right now if they should so desire. Heroes and Bosses will still be purchasable with Gold.
There was a bug in the calculation for Stardust that was refunded after the account reset in the last update. We will be fixing affected players later this week. Sorry for the inconvenience.
We increased the number of server instances for Labyrinth and will now being releasing rolling updates each time we update the game. This means that anyone who logs in after we release a patch will be presented with the new version, and those who are currently in a raid when we update will be presented with a screen after they finish that will tell them to restart the client to get the new version. This should minimize interruption and downtime for players.
The next major update is coming soon, in a week or more. Accounts will be reset then. Non-basic heroes and bosses will be added to the store. 2 new heroes...
Learn how to potentially overcome some struggles you may have with balance. Includes card suggestions.
This progress report discusses work done towards the next major update in a few weeks. It also includes a strategic tip to make your raids more effective...
We go over what we have been doing over the last 2 weeks.
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