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Screenshots

  • Maze67 screenshot 1
  • Maze67 screenshot 2
  • Maze67 screenshot 3
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  • Maze67 screenshot 5
  • Maze67 screenshot 6
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  • Maze67 screenshot 8

About Maze67

Enter Maze67, a 67-level first-person maze campaign built around observation, memory, and clean execution. Choose POSSIBLE or IMPOSSIBLE on the home screen before entering. Your mode stays fixed until the run ends; both use exactly the same fixed mazes.

Learn by playing the first two mazes. Short live prompts respond as you move, look, sprint, consult the Possible map, place your own arrows, and navigate corners. There are no guide screens to study, and tutorial prompts never pause the clock or block extraction. Skip them at any time or re-enable them in Settings.

POSSIBLE carries a north-up map into the maze and turns walked glass frosted for that attempt. See your position, facing, and extraction point; pinch to zoom, drag to pan, and use CENTER or OVERVIEW. Movement stops while the map is open, but your run timer continues. The map never solves the route or tells you which turn to take.

IMPOSSIBLE has no in-maze map and keeps traveled glass clear. Clear a level on Impossible to earn its skull.

Both modes let you build your own route with persistent eight-direction floor arrows. Hold the arrow control, slide, and release to mark your current cell. Each arrow keeps its world direction, even when approached from another side. Replace or delete it from inside the maze, or confirm clearing that level's current-mode arrows outside a run. Arrows may be right or wrong: the route is yours. Possible and Impossible save separate arrows that never transfer between modes or appear on the map.

Examine the opening labyrinths from above. Follow the descent. Examine is unavailable for Levels 3–20 and returns after Level 20. In either mode, study Levels 21–67 for as long as needed before descending; arrows cannot be edited from the sky. The campaign culminates in the unchanged 75 × 75 Colossus.

FEATURES
• 67 fixed deterministic labyrinths, shared by both modes
• Live learn-by-playing tutorials in the first two mazes
• Possible map and frosted visited glass; Impossible memory-led navigation
• Persistent, mode-isolated player-authored floor arrows
• Shared campaign unlocks and one Impossible skull per cleared level
• Separate Possible and Impossible best times and leaderboard categories
• Touch controls designed for landscape play
• Offline campaign play; offline-started attempts remain Local
• Optional leaderboard identity, report, block, privacy, and account-deletion controls

Campaign progress and arrows stay on your device. Claiming a leaderboard username is optional. Global ranking requires a supported release and pre-run authorization. Map and arrows are free core mechanics, never ad unlocks. Interstitial ads may appear after first clears of Mazes 3, 6, 9, 12, 15, and 18, then after each first clear of Mazes 21–66. Replays remain ad-eligible only when your lifetime completed-run count reaches a multiple of three. Every level is free through ordinary progression. Free play includes basic Unity ads where age and regional privacy requirements allow. Teen ads cannot be personalized. Adults can choose personalization in Ad privacy settings. Ads have a minimum two-minute interval and never appear during a maze or after Level 67. One-time Premium removes ads permanently and makes all 67 levels immediately playable in both modes, at the localized price shown by Google Play. Existing valid No Ads buyers receive both benefits. Purchasing does not award clears, records, or THE OUTSIDE. Completing the real Colossus in either mode earns permanent ad-free play and THE OUTSIDE, while skipped levels remain incomplete.

What’s new

Version 1.1.0 · Updated October 30, 2026

Clearing a level is now one smooth move: run through the exit door, fall, and land in the next maze, with no more loading screens. Every one of the 66 level-to-level transitions is different. Levels also load faster.