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Successfully funded on Kickstarter!

#6 Players Choice - Best Upcoming Indie 2015

Be Both Adventurer and Dungeon Master

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.

Core Gameplay Features

  • PvP game which marries CCG & RPG
  • Your Offense deck forms a party of Heroes to raid a dungeon
  • Your Defense deck forms a dungeon with Bosses to defend your loot when you are not online
  • Tactical turn-based action fused with CCG strategy
  • Boss cards define their own uniquely themed dungeon rooms
  • Free to Play with hundreds of cards to win, craft, and purchase
  • Releasing on PC and Mac; iOS and Android to follow

Chat live -- just look for the Oracle at the bottom of the Labyrinth website. Or talk to us using: community forum, Labyrinth CCG Steam group, @labyrinthoracle, Facebook, or Twitch.

Bring 'action' to collectible card games

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.

Design for deep CCG strategy

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.

Create an expansive world rich in culture--both magical and familiar

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.

Build a game that will last for decades

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!

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Known Issues Not Yet Fixed

  • Card Pack Rewards are missing their model in the reward display
  • Mac users may experience floating cards in hand, can be worked around by hovering over and out of each card

Gameplay Fixes

  • Boss v Minion raids were not showing up in Replays
  • Card Unlock and Card Pack Rewards were not providing notifications
  • Consumable items were being moved from Hero inventory to Lair stash on Hero death
  • Dupes filter in collection view was not dealing with Stack 2 Perks properly
  • Players could not buy or equip Skins for Heroes
  • Hero cards on mouse hover in Collection and Lair were off-screen

Gameplay Revisions

  • Quests turned back on and heavily revised
  • Orb drops on enemy death now last for 7 ticks before disappearing instead of 5
  • Bosses will now spend one Boost Perk worth of Boost per PvP raid instead of just one Boost
  • Players will now purchase each Perk worth of Boost with one click of Starstone button in Lair and be unable to click button with less than that amount of Starstone
  • Random Minion raids reduced to 10 or fewer Minions, none of which are Boss-dependent for value
  • Hero v Minion raids have been rebalanced to be closer in difficulty to PvP raids
  • Hero v Minion raids have been added to Labyrinth, taking place in any Lair except your Boss Lair, with appropriate Minions
  • Boss v Minion raids in Labyrinth now take place in your Boss Lair and exclude enemy minions with the same traits as your Boss
  • Ancient Treasure has been removed from the Labyrinth and replaced by hard mode Hero v Minion raids with a variable number available per map and bigger aggregate rewards

Card Fixes

  • Rohin's passive was giving full move on orb pick up even when he had a leg wound - Judgement of Urix kicker was healing Structures instead of only characters
  • Fire From Ashes could not discard consumable loot items
  • Crushing Blow, Lead the Charge, and Earthspike were wasting when only available target had Stealth
  • Death Blossom was not preventing repeat hits on same targets

Card Revisions

  • Defend the Mine is no longer a Windup and Mine Securitrons now have Piercing and 3 Health instead of 2
  • Pounce now causes Bleeding in Blast 1 instead of dealing damage in Blast 2
  • Steel Sentries now have Range 4 instead of 7 - Bronze Captain now has 4 Attack, 9 Health, and 1 Armor instead of 5 Attack, 10 Health and 2 Armor
  • Boss instants will now be played first when in Boss hand to prevent not being played before reshuffle on empty deck

Consumable Card Revisions

  • Star Stamina is now +5 Health instead of +2 Health
  • Star Soul is now "Your first non-Channel card costs 1 less." instead of +3 Health
  • Minor Wounds are now -1 Health instead of -2
  • Leg Wounds now only last for one battle and don't occur in Northgate
  • Potion of Strength is now +2 damage on next melee attack this turn instead of +1
  • Potion of Accuracy is now +2 damage on next ranged attack this turn instead of +1
  • Scroll of Arcane Blast now does 5 damage instead of 3 in Blast 2 instead of 1 and costs 2 Ticks instead of 1
  • Scroll of Lightning Bolt now does 6 damage instead of 3
  • Scroll of Chain Lightning now does 6 damage per target instead of 3
  • Scroll of Protection now gives 2 Armor instead of 1 and costs 2 Ticks instead of 1
  • Scroll of Stasis now adds 3 Ticks instead of 2
  • Scroll of Firebreathing now does 5 damage instead of 4 in Cone 7 instead of 4
  • Scroll of Restoration now restores 7 Health to each friendly character instead of 2 and removes 2 Ticks from each instead of 1, but costs 2 Ticks instead of 1


The art team created more card art; modeled All Matter Golem; skinned Faydin; worked on Mayan dragon concept; and created idle animation for Faydin.

The audio team created map music triggers; looked for missing audio; and worked on music for Landing and Map.

The design team worked on scenario art; plus worked on balance and keyword revisions.

The engineering team worked on bug fixes and the back button from battle.

Labyrinth CCG + tactical RPG : Week 117 Progress

Labyrinth CCG + tactical RPG : Week 117 Progress


The Adventure update improved the amount of engaging fun players are having, and it's a move in the right direction according to many of you. "I adore...

Labyrinth CCG + tactical RPG : Adventure Update!

Labyrinth CCG + tactical RPG : Adventure Update!


Embark on a new adventure through the city of Starfall on a quest to find the entrance of the Labyrinth. Enjoy a new expanded story as you explore the...

Labyrinth CCG + tactical RPG : Week 112 Progress

Labyrinth CCG + tactical RPG : Week 112 Progress


Since the last progress report we encountered a couple bad bugs that put us behind our desired schedule, but we've moved past them and in the process...

Labyrinth CCG + tactical RPG : Happy New Year!

Labyrinth CCG + tactical RPG : Happy New Year!


Development progress and message on upcoming update.

Comments  (0 - 10 of 16)

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Woow, super cool. Is there mobile version launched yet? Is that possible that you are looking for the mobile games publishers for the global marketing?

Reply Good karma Bad karma+2 votes

I may be blind or dumb or both but how do I get invited to play this awesome game?

Reply Good karma Bad karma+3 votes

Hey freerangegames

Would you consider adding "finishing moves" to the game, sort of like they have in Dragon age Origins?

Reply Good karma Bad karma+1 vote
freerangegames Creator

That's an interesting idea. It might be difficult to implement since there are a variety of finishing moves, but we'll discuss it among our designers.

Reply Good karma+2 votes

me gusta este juego

Reply Good karma Bad karma+1 vote

Looks really nice, i can't wait for play it.

Reply Good karma Bad karma+4 votes

"on it's quest" - > on its quest

Reply Good karma Bad karma0 votes

"on it's quest" ACTUALLY should be "on its' quest"
Learn grammar before you attempt to correct others bro.

Reply Good karma Bad karma+1 vote
freerangegames Creator

Sorry, but its' is never correct. However, where is this typo? I cannot find it any where.

Reply Good karma+1 vote

Its' means "belonging to". That is correct version. However, I couldn't find that error anywhere either, so I wouldn't worry about it.

Reply Good karma Bad karma+1 vote
freerangegames Creator

Thinking about it though, the possessive of its when talking about its as a word, would probably be its'. For example, "its' usage" which means "the usage of its". So never say never.

Reply Good karma+1 vote
freerangegames Creator

I've looked all over our pages here and cannot find the typo, "on it's quest". I must be blind. Can some one join me on this quest and help me find it? I doubt our guest here will see the reply to their message.

Reply Good karma+1 vote
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Labyrinth CCG + tactical RPG
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