
You are the guardian of a cursed labyrinth and must prevent an adventurer from escaping with the help of your monsters. But the adventurer keeps trying again and again, accumulating levels and getting stronger... Survive to the highest possible level !
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About
Maze Keeper is a reverse Dungeon Crawler, combining
Tower Defense, Roguelike and Auto Battler.
A game where you're not the classic hero, the brave adventurer,
but instead the guardian of a haunted maze.
Your mission? Stop the adventurer from reaching the exit !
⦿ A wide range of monsters
Monsters that are increasingly powerful but also increasingly difficult to place,
with different families of monsters each with their own specialities.
Discover them all !
⦿ An endless domain of mazes
The game takes place in a procedurally-generated maze
so each playthrough offers a unique challenge.
Reroll the maze as much as you like before the game starts,
until you find a comfortable layout to play your run!
⦿ Lots of cards to help you
Monster cards and special cards to reinforce your tiles,
move or improve the strength of your monsters.
⦿ Find the totems to obtain powerful upgrades
Totems offer powerful passive powers to some, if not all, of your monsters,
opening up a wide range of strategies and gameplay options.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
for 10 dollars its a good deal the game is not RNG you can only draw cards you can place so you have to think about what you do this is not a game that lets you just do any thing at any time its fun to play hard to master
I wanted to love this game, truly. But the game just is not fun, and is poorly optimised on top of it. The game as a rogue-lite is a good idea, but the way in which adventurer levelling works takes far too long to make it challenging and instead makes it frustrating. Combine that with a bizarre graphical combo of 3D and 2D and I am left finding it dull and being surprised by the amount of pressure it takes on my CPU.
tower defence with a twist, definitely worth the price, a little tricky getting started,, bit of a learning curve, but a lot of fun
Great game, RNG can be a ♥♥♥♥♥ but it is fun to make the best of a bad draw. Only the story mode is a roguelike, the "classic" mode is just survive as long as possible from the same starting condition. The roguelike in the story is very interesting as both the adventurer (the enemy) as the monsters (your minions) can get buffed. Your monsters gain more quickly in strength if you play well, if you barely pass the hero might destroy you in the next level. Because of this I would have loved an option to simply repeat a stage. One thing the game doesn't tell you but is important to play strategicaly; you can buy items for storage. There is a symbol for that on the top right of a card.
I've played for an hour. Despite what HR might say 10/10
Soft locked in the main story on the stage 3. For dev: Can't place an altar on the stage 3 in history mode because never had this card. Probably it is because I already did it in the previous try but shut the game with alt+f4 without finishing the stage 3. After that I tried twice, the hero reached level 13 and left the level with a game over because I never get an altar card.
10 hours into the game, for now, 1 stage away from beating it, I wouldn't recommend this game just yet. Do I have skill issue? probably to a point, but I do want to share some perspective I've found over time; The balance is pretty off. is it beatable? I think so. But it requires tremendous amount of luck. The strategy, concept and story is refreshing, it's different than most Tower Defense games. First 2-3 stages are fun and you can proceed pretty easily even without too much in-dept strategy. Game gets little complicated and needs much more thinking from stage 4. From stage 5 though, you start to really need some luck. Because the objective of the stage has random-ness attached to it. Even with strategy you will have hard time getting through the stage. And that's where I have problem with the game and can't recommend it yet until it's been balanced. Winning conditions in later stages + balance needed : 1. You will need to make sure Adventurer have minimum to no equipment from prior stages. Since equipment + high level adventurer just wipes out all your monsters, leading to no more gold + rolls to build your army to kill the adventurer. Which then he continues to get too strong for you to move on. Even 1 equipment added on top of prior stage equipment can lead to this non-ending cycle, beating this will be possible but very difficult. Equipment is often very pricey, pricey enough where if you were to miss ONE step, the victory is somewhat unattainable. Equipment is also not too strong on it's own, but once stacked, high leveled, angered, it is way too strong for you to recover. 2. Balance the adventurer's level, gear, experience, anger along with your monster placements, level of monster, along with items to maybe, just MAYBE win the stage. You can use strategy to balance all of this. Until you need a totem. which moves around randomly. Along with one of your monsters also moves around randomly. There is possibility to get an item to hold totem still, which is also randomly appears on selection, but requires insane amount of luck to get, which you don't get even through out the whole stage. And it's pricey. By the time you get the move, switch, shield even Rune magnet (totem holder), you may had to sacrifice enough monsters or gold to even strategize after ALMOST getting the win condition. 3. Win condition requirements are random, so you need luck to win. For example, on or after stage 5, you need to create certain monsters to move on. You need lots of Movement cards which doesn't show up easily, it's randomly spawned in selection with low chance. Than you need to hope to get shield, which is also random and hard to get, along with level up potions. Than, if than, you get the monster recipe complete, you still got to throw your hope and dreams in to Luck to even get the winning condition monster in the selection. Complete recipe does not equal complete recipe. You need luck to get the monster you need, and better hope that you have enough roll chances & gold left to get it. Oh by the way, you need to get totem after getting this monster. Which I've explained above how random it is to get the totem. Final thoughts on strategy : Most of the problem can be solve with plans and strategy; but without luck you can't really move on. As the stages progresses, these problems just get amplified. If you didn't have enough gold or made a mistake in early stages, adventurer is just too strong due to its equipment, where manageable game-play just becomes too reliant on luck to move on. Which can make you delete the save file and start again fresh, so you can make sure adventurer doesn't get equipment. You can buy many movement cards in the store before the stage begins, which you need gold and inventory slots for; which can also be double edge sword because you need gold and empty slots to get certain monsters and items to get winning conditions. And even when you have everything in line, if the game decides not to give you the monster you need on card selection, you are just out of luck. Because even after getting that monster, that monster has to die, which drops totem, the winning condition, which loves to randomly moves around the map. This leads you to needing lots of items and movement cards, even with Totem place holder (Rune magnet, hope you have gold and luck to get it spawned), to get the totem. You have to balance luck and randomness while trying to prevent the adventurer to get equipment. And I keep emphasizing this because by the time you get recipe to get the monster and totem, the adventurer is already often high level enough to start taking on your strong monsters even without equipment. And let's hope you didn't let him get away with equipment from prior stages. In conclusion, although there will be people beating this at this stage of development, which I wish I can play that well; But at this time I feel that game-play just relies too heavily in luck for a tower-defense style game. I think with some balance this will be more enjoyable to play. The concept & story line is great. The strategy of having to balance the Level, Gear, Anger, Tile & placement management to tower-defense is new and refreshing to me personally. And would love to give another go at it later. But after getting stuck on randomness at second to last stage just got me little bit annoyed with game-play.
Chests drop on level up and the adventurer can level up right at the start of the map making it impossible to defend. The strength of the items they pick up are much too strong causing the run to be over if they get an item without you having thousands spare to pay off their drops. Needs balancing and some more player choices that don't feel up to rng.
nee, das ist schon arg Glück ob win oder loose ... Idee ist ulkig - umsetzung eher mässig
I like game
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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