
A horror game about paranoia and endurance predation. You cannot beat the monsters, you can only outrun. They are slow, they aren't smart, but they are patient, they are many, and they are powerful.
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About
This is not a horror game about things that jump out and scare you. This is a horror game about feeling lost and being worried about dying instantly to what's around the next corner.
This game does not care about what came before or what comes after. There is only the labyrinth.
There are 50 mazes in this labyrinth with a door at the end leading to the next maze.
Your goal is to get to the end of the labyrinth.
There is a Monster on most floors that will kill you with a touch.
Toilets can be used to Save. The area around them is safe from the Monster. Not every floor has one.
Eyes on the walls may or may not alert the Monster to exactly where you are.
There is no reasoning with Monsters. There is no hope but to run.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
You ever wondered: hey what if a cruel game developer made a labyrinth inside of RPG maker and made you question your every sense of space and decision making well boy howdy this is a game
I have to be very upfront: the only reason I'm recommending is this is because Cannibal Interactive will give you exactly what is says on the tin with his games; Labyrinth of Wild Abyss: LayeRedux, if in fact a Labyrinth. However, there isn't any incentive to actually go through it. I can only speak as someone who put in 15 minutes and got to level 5, if my brief is with the game is any indication of what rest of my time will be like then I gotta check out here. There's three critical issues with LayeRedux: [*] There are no clear markers or apparent reason to the labyrinth layout, so the exits I did find were by pure chance. [*] The avatar(?)/character turns at 90 degree angles, similar to a dungeon crawler - at a *fixed speed* - but your movement is in real time, with sprinting giving you a significant speed boost. Given that there's no controller support, regardless of whether you use WASD, arrow keys, or numpad for movement, your fingers and wrist are ultimately going to wear out, preventing long play sessions. I'm guessing the movement vs turn speed was an intentional decision to heighten the feeling of powerlessness when trying to escape the monster(s), but it feels like playing Persona 1 while drunk, or King's Field 4 while wired. [*] The description for the game says “Eyes on the walls may or may not alert the Monster to exactly where you are” and it's true. Since there's no way in-game to quickly to restart a level - I'm not counting F5 since it's built into RPM itself - or to access the options, I tried intentionally trying to finding the monster and actually found it hard. This could be a quirk of the earlier stages, but it contributed to the frustration I felt when trying to make any sort of progress. In short, it's not entertaining or engaging, but I like supporting attempts like this.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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