
Gaze At Maze
A solo-dev sci-fi maze runner with retro pixel grit, wall-thorn traps, and a two-hour runtime that asks more of your reflexes than your schedule. Worth a look if you want something genuinely small and unpolished in the best sense.
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About Gaze At Maze
I have a soft spot for games that were clearly built by one person who just wanted to finish the thing, and Gaze At Maze has that energy in abundance. Anamik Majumdar handled every pixel, every corridor layout, every enemy placement by himself, and that kind of solo craftsmanship leaves fingerprints all over the experience, for better and worse. The setup drops a kid named Jack into a top-down sci-fi labyrinth full of genetically modified creatures and guarding robots after he stumbles across a mysterious globe near his house. It is a light premise, barely more than a framing device, but it gives the corridors a low-budget pulp quality that I find oddly charming. Your job is to collect colored key cards, hack security terminals, gather gems and energy balls, and find the exit on each level. There are over 54 levels in the single-player campaign plus five dedicated spider-bot stages, and each one is short enough that dying and restarting never stings for long. You start with eight lives and can replenish them through scattered life portals, which keeps the difficulty feeling fair even when the traps start stacking up. And those traps are where Gaze At Maze earns its "Difficult" tag. The wall-thorn obstacles have hitboxes that do not quite match their animations, a known issue that the small community flagged early on, meaning you will occasionally die to a spike that looked retracted. It is frustrating in a way that feels like a genuine oversight rather than intentional cruelty, and if you can make peace with that, the rest of the trap variety, including lasers, enemy robots, and the occasional stealth-adjacent corridor puzzle, holds up reasonably well. There is also an achievement system, though at least one gem-count achievement appears to reference items that were removed in a post-launch update, so completion hunters should be aware that the 100% target may be technically unreachable. The art style is colorful and retro in a way that recalls early Flash-era games, bright tiles, simple sprites, very readable at a glance. The developer sourced the music externally, and it fits the sci-fi B-movie mood without overstaying its welcome across what amounts to roughly two hours of content. This is not a game that builds slowly toward revelation. It starts at its own pace and ends without drama. For some players that will feel thin. For anyone who just wants a clean, no-frills maze-runner session on Linux or Windows with a modest achievement list to tick through, that brevity is actually the point. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7, 8/8.1, 10
- Memory
- 1 GB RAM
- DirectX
- Version 9.0c
- Storage
- 25 MB available space
- Graphics
- 128 MB of Video Memory, Capable of Shader Model 2.0+
- Processor
- Dual Core 1 Ghz or higher
- Sound Card
- Any Compatible Sound Card
Recommended
- OS
- Windows XP, Vista, 7, 8/8.1, 10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 25 MB available space
- Graphics
- 256 MB of Video Memory, Capable of Shader Model 2.0+
- Processor
- Dual Core 2Ghz+
- Sound Card
- Any Compatible Sound Card
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Game Info
- Developer
- Anamik Majumdar
- Publisher
- Anamik Majumdar
- Release Date
- Jul 13, 2018







