Compare aMAZE ZER0 prices across 50+ stores and find the best deal. Developed by Blender Games. Published by Blender Games. Released on 7/28/2017. Available on PC. Genres: Adventure, Casual, Indie, Simulation, Strategy.

Sixty levels of pure maze navigation, no story, no systems, no fluff. If your brain genuinely needs a low-stakes cooldown between heavier sessions, this delivers exactly that and nothing more.

I spend most of my time in games with branching tech trees and sprawling decision graphs, so when I sit down with something as stripped-back as aMAZE ZER0, I try to assess it on its own terms rather than punish it for not being Crusader Kings. What it is, plainly stated, is a 2D top-down maze game where you roll a small ball through 60 levels across three distinct labyrinth types, guiding it from entrance to portal using arrow keys or a controller. That is the whole game. There are no power-ups, no enemies, no timers screaming at you, and no narrative wrapper trying to justify why a ball needs to reach a portal. It commits fully to being a maze, and within that narrow lane it mostly delivers. The three labyrinth varieties give the level roster more texture than you might expect at first glance. Early stages are predictably simple and serve as functional onboarding, even if there is no formal tutorial. Difficulty escalates across the set, and by the later rectangular and more abstract maze formats, the path complexity is genuinely enough to cause you to backtrack and rethink your route. The abstract art style, flat shapes and muted color palettes, keeps the visual noise low and makes wall geometry readable, which matters when you are parsing a dense maze layout. The calm ambient soundtrack does its job without drawing attention to itself, which is probably the correct design choice for a game meant to be meditative. The honest problems are structural. Sixty levels sounds reasonable but the session depth is shallow. Most players will burn through the whole thing in a single afternoon sitting, and there is no procedural generation, no difficulty selector beyond choosing a labyrinth type, and no time-attack or par-score system to create replayability. The achievement list is extensive (192 Steam Achievements across the broader series), which is clearly the main hook for achievement hunters, but even so the progression feels flat rather than escalating. Community discussions flagged achievement-tracking bugs in some levels, a niggle that remains unpatched based on reports still appearing years after launch. There is also zero mod support and no post-launch content to speak of, which puts the long-term ceiling exactly where you would guess: you finish it, and that is that. As a strategy-and-sim person I keep asking where the decision depth is, and the honest answer is that it lives in spatial reasoning rather than system management. Maze games exercise a specific kind of patient, methodical thinking. You are building a mental model of a space, pruning dead-end branches, committing to a path. For a certain type of player, that is genuinely satisfying. For a gaming session where you want to rest your prefrontal cortex from optimization loops but not disengage entirely, aMAZE ZER0 fills that gap adequately. It sits best in a bundle alongside other Blender Games titles rather than as a standalone purchase driving any real engagement over time. Diego, Scout Team

aMAZE ZER0
AdventureCasualIndieSimulationStrategy

aMAZE ZER0

Jul 28, 2017Blender Games
GamerScout Says

Sixty levels of pure maze navigation, no story, no systems, no fluff. If your brain genuinely needs a low-stakes cooldown between heavier sessions, this delivers exactly that and nothing more.

PC
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Screenshots & Media

Screenshot

About aMAZE ZER0

I spend most of my time in games with branching tech trees and sprawling decision graphs, so when I sit down with something as stripped-back as aMAZE ZER0, I try to assess it on its own terms rather than punish it for not being Crusader Kings. What it is, plainly stated, is a 2D top-down maze game where you roll a small ball through 60 levels across three distinct labyrinth types, guiding it from entrance to portal using arrow keys or a controller. That is the whole game. There are no power-ups, no enemies, no timers screaming at you, and no narrative wrapper trying to justify why a ball needs to reach a portal. It commits fully to being a maze, and within that narrow lane it mostly delivers. The three labyrinth varieties give the level roster more texture than you might expect at first glance. Early stages are predictably simple and serve as functional onboarding, even if there is no formal tutorial. Difficulty escalates across the set, and by the later rectangular and more abstract maze formats, the path complexity is genuinely enough to cause you to backtrack and rethink your route. The abstract art style, flat shapes and muted color palettes, keeps the visual noise low and makes wall geometry readable, which matters when you are parsing a dense maze layout. The calm ambient soundtrack does its job without drawing attention to itself, which is probably the correct design choice for a game meant to be meditative. The honest problems are structural. Sixty levels sounds reasonable but the session depth is shallow. Most players will burn through the whole thing in a single afternoon sitting, and there is no procedural generation, no difficulty selector beyond choosing a labyrinth type, and no time-attack or par-score system to create replayability. The achievement list is extensive (192 Steam Achievements across the broader series), which is clearly the main hook for achievement hunters, but even so the progression feels flat rather than escalating. Community discussions flagged achievement-tracking bugs in some levels, a niggle that remains unpatched based on reports still appearing years after launch. There is also zero mod support and no post-launch content to speak of, which puts the long-term ceiling exactly where you would guess: you finish it, and that is that. As a strategy-and-sim person I keep asking where the decision depth is, and the honest answer is that it lives in spatial reasoning rather than system management. Maze games exercise a specific kind of patient, methodical thinking. You are building a mental model of a space, pruning dead-end branches, committing to a path. For a certain type of player, that is genuinely satisfying. For a gaming session where you want to rest your prefrontal cortex from optimization loops but not disengage entirely, aMAZE ZER0 fills that gap adequately. It sits best in a bundle alongside other Blender Games titles rather than as a standalone purchase driving any real engagement over time. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Maze-PuzzleAbstract Art StyleAchievement HuntingShort SessionController FriendlyBrain TeaserNo Procedural Generation

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7, Vista, 8, 8.1, 10, 11
Memory
2 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
Intel HD Graphics, AMD Radeon Graphics, NVIDIA GeForce
Processor
Intel or AMD 2 Ghz
Sound Card
Any

Recommended

OS
Windows 7, Vista, 8, 8.1, 10, 11
Memory
3 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
Intel HD Graphics, AMD Radeon Graphics, NVIDIA GeForce
Processor
Intel or AMD 2.4 Ghz
Sound Card
Any

Community Discussion

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Reviews & Ratings

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Game Info

Developer
Blender Games
Publisher
Blender Games
Release Date
Jul 28, 2017

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Price History

2026-06-100.42(lowest)

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What platforms is aMAZE ZER0 available on?

aMAZE ZER0 is available on PC.

When was aMAZE ZER0 released?

aMAZE ZER0 was released on 28 July 2017.

Who developed aMAZE ZER0?

aMAZE ZER0 was developed by Blender Games.