Compare Escape from Labyrinth prices across 50+ stores and find the best deal. Developed by Dexied Games. Published by Dexied Games. Released on 8/29/2019. Available on PC. Genres: Action, Indie, Massively Multiplayer.

A free-to-play asymmetric horror game with a Dead by Daylight-style premise, a near-empty player pool, and just enough mechanical bones to make you wish it had a community behind it.

I went looking for a lobby in Escape from Labyrinth and found tumbleweeds. That is the single most important thing you need to know before touching this game. The player base is effectively gone, and without a full match of real humans, the asymmetric horror formula it borrows from, victim-versus-killer in a maze, collapses pretty fast. When it does work with live players, the structure is straightforward: up to four victims activate elements scattered across the labyrinth to unlock an exit while a killer hunts them down, breaking walls and using character-specific skills to close the gap. Each side picks from a small roster of characters with unique abilities, victims carry randomised item loadouts including things like amulets and signal checkers, and doors, slides, and windows give the hunted temporary breathing room. On paper, the bones are there. In practice, the game shipped in 2019 with a mixed reception and never built the retention it needed. Steam reviews sit at roughly 55 percent positive across a thin review count, with the loudest complaint being exactly what I hit on day one: empty lobbies. The developer added bot support for the killer side so you can at least grind matches against AI victims, and those bots can tackle, stun, and throw items, which is a legitimate attempt at patching the dead-server problem. But bots playing victim while you stalk them as the killer is a limited loop, and the bot AI is rough enough that it stops being interesting fast. The map design gives victims red-line navigation cues connecting exits to the elements required to open them, which cuts some of the disorientation that kills this type of game for new players. A last-survivor mechanic triggers a portal escape if you are the only victim left, adding a solo clutch dimension that works on paper. The killer can select maps, which is a small but appreciated touch for whoever is running the murderer side. Balance patches were pushed post-launch, item interaction was smoothed out, and the lobby timer was tightened to 60 seconds when a session fills. The developer clearly made an effort. The audience just never showed up in sustainable numbers. For a shooter specialist like me, the netcode question is almost moot here because you will rarely find enough players to stress-test it. What I can say is that the asymmetric PvP concept, activating objectives under pressure while one player hunts you, is genuinely tense when it works, and the character skill differentiation gives it slightly more depth than a bare-bones horror chase. If you have three friends willing to coordinate a private session, there are a few hours of decent spooky co-op chaos in here. Solo or with randoms, the game is functionally dead. That is not a shot at the developer; it is just the reality of a low-budget asymmetric title that never hit critical mass. Fred, Scout Team

Escape from Labyrinth
ActionIndieMassively Multiplayer

Escape from Labyrinth

Aug 29, 2019Dexied Games
GamerScout Says

A free-to-play asymmetric horror game with a Dead by Daylight-style premise, a near-empty player pool, and just enough mechanical bones to make you wish it had a community behind it.

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Screenshots & Media

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About Escape from Labyrinth

I went looking for a lobby in Escape from Labyrinth and found tumbleweeds. That is the single most important thing you need to know before touching this game. The player base is effectively gone, and without a full match of real humans, the asymmetric horror formula it borrows from, victim-versus-killer in a maze, collapses pretty fast. When it does work with live players, the structure is straightforward: up to four victims activate elements scattered across the labyrinth to unlock an exit while a killer hunts them down, breaking walls and using character-specific skills to close the gap. Each side picks from a small roster of characters with unique abilities, victims carry randomised item loadouts including things like amulets and signal checkers, and doors, slides, and windows give the hunted temporary breathing room. On paper, the bones are there. In practice, the game shipped in 2019 with a mixed reception and never built the retention it needed. Steam reviews sit at roughly 55 percent positive across a thin review count, with the loudest complaint being exactly what I hit on day one: empty lobbies. The developer added bot support for the killer side so you can at least grind matches against AI victims, and those bots can tackle, stun, and throw items, which is a legitimate attempt at patching the dead-server problem. But bots playing victim while you stalk them as the killer is a limited loop, and the bot AI is rough enough that it stops being interesting fast. The map design gives victims red-line navigation cues connecting exits to the elements required to open them, which cuts some of the disorientation that kills this type of game for new players. A last-survivor mechanic triggers a portal escape if you are the only victim left, adding a solo clutch dimension that works on paper. The killer can select maps, which is a small but appreciated touch for whoever is running the murderer side. Balance patches were pushed post-launch, item interaction was smoothed out, and the lobby timer was tightened to 60 seconds when a session fills. The developer clearly made an effort. The audience just never showed up in sustainable numbers. For a shooter specialist like me, the netcode question is almost moot here because you will rarely find enough players to stress-test it. What I can say is that the asymmetric PvP concept, activating objectives under pressure while one player hunts you, is genuinely tense when it works, and the character skill differentiation gives it slightly more depth than a bare-bones horror chase. If you have three friends willing to coordinate a private session, there are a few hours of decent spooky co-op chaos in here. Solo or with randoms, the game is functionally dead. That is not a shot at the developer; it is just the reality of a low-budget asymmetric title that never hit critical mass. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscloud-savestier:sub-5Asymmetric HorrorKiller vs SurvivorsObjective ActivationBot SupportPrivate LobbyCharacter SkillsItem RandomisationLast Survivor Mechanic

System Requirements

Minimum

OS
Windows 7 64bit
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6000 MB available space
Graphics
GTX 670 2GB / AMD R9 280 better
Processor
AMD Athlon(tm) X4 840 Quad Core
Sound Card
DX11 compatible

Recommended

OS
Windows 10 64bit
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6000 MB available space
Graphics
GTX 980 / AMD R9 Fury
Processor
Intel Core i7-4690K / AMD Ryzen 5 1600
Sound Card
DX11 compatible

Reviews & Ratings

No ratings available

Game Info

Developer
Dexied Games
Publisher
Dexied Games
Release Date
Aug 29, 2019

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