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  • Idle Maze - Adventure RPG Hunt screenshot 1
  • Idle Maze - Adventure RPG Hunt screenshot 2
  • Idle Maze - Adventure RPG Hunt screenshot 3
  • Idle Maze - Adventure RPG Hunt screenshot 4
  • Idle Maze - Adventure RPG Hunt screenshot 5
  • Idle Maze - Adventure RPG Hunt screenshot 6
  • Idle Maze - Adventure RPG Hunt screenshot 7
  • Idle Maze - Adventure RPG Hunt screenshot 8

About Idle Maze - Adventure RPG Hunt

An idle dungeon crawler set in a first person maze. Explore floor after floor, loot better gear, and hunt the boss waiting around one of the corners.

Your explorer walks the corridors on its own. You steer at the junctions with three buttons, or switch on auto delve and let it hunt while you watch. Loot collects itself, nothing runs on a timer, and nothing can be missed by looking away.

HOW A RUN WORKS
- Walk deeper. Every maze is unique.
- Health and stamina both drain as you go. Run out of stamina and every step costs blood.
- A run ends when your health does, and you keep every coin, rune and item you found.
- The next run starts near your deepest floor, so you lose ground inside a stretch but never unwind your progress.

FIGHT WHAT BLOCKS THE WAY
- Read the enemy before you commit. Its health and damage float over its head.
- Three creature shapes, three different fights: quick and expensive, even, or a long grind that eats your run.
- One press, then blows trade until one of you drops. There is no bail out.
- Every tenth floor is a boss in its own stone arena, guarding a legendary chest you can see over its shoulder the whole fight. Beat it once and it stays beaten.

LOOT AND GEAR
- Chests, loose sacks and dead ends all pay out, and every dead end holds something.
- Gear across five slots, from common up to legendary, each drop rolled at its own level.
- Level up the slots with runes, and scrap the junk back into runes.
- Locked chests need picking. Your tinkering stat sets the odds, and the odds are always on screen first.

THE MAZE DRAWS ITSELF
- A retro automap fills in as you explore, in the style of the old screen saver mazes.
- Every chest on the floor is marked from the moment the run starts, so a detour is a decision instead of a guess.
- Traps halt you a step short and show the disarm chance before you gamble on it.
- Fountains sit out at the dead ends. They are the only thing in the maze that gives health or stamina back.

GROW BETWEEN RUNS
- Spend gold on artifact talents: a heartstone for health, a waterskin for stamina, a bent pick, a skeleton key and more.
- Every card you draw is a permanent gain, so there is no wasted pull.
- Push your best floor deeper and every run after it starts deeper too.

Nothing is hidden. Every price is on screen before you pay it, and the only way a run ends is walking into something you cannot afford yet.

What’s new

Version 0.1.0 · Updated August 14, 2026

How far will you go?

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