Compare Man in a Maze: Deathmatch prices across 50+ stores and find the best deal. Developed by SmallGreenHill. Published by SmallGreenHill. Released on 10/16/2014. Available on PC. Genres: Action.

Couch deathmatch wrapped in a cheesy game show skin, but zero online play and a ghost-town Steam page raise real questions about whether anyone else is still running these mazes.

I came here looking for something to slap on the second monitor and play local with a couple of controllers, and this is precisely what Man in a Maze delivers. It is a top-down stealth-puzzle-arcade hybrid dressed up as a TV game show, and the concept is sharp enough on paper: sneak past patrolling robots, sidestep traps, collect cash, spend that cash on gadgets, and either survive a 60-level solo gauntlet or blow up your friends in a 2-4 player local deathmatch. The Frenzy mode, which lets you replay completed levels with the robots now hostile and hunting you, adds a decent second pass. As a solo time-waster it is serviceable, if unspectacular. The gadget loop is where the game earns its modest budget. Mines, cloaking, and ball-returns give you real tactical options rather than just a single weapon and a dodge roll. Spending in-maze winnings to upgrade them before the next level creates a light economy that keeps you invested past the tutorial. The cloaking in particular changes how you approach patrol patterns entirely - it is a stealth tool, not a panic button, and the game is more interesting when you respect that distinction. One community player noted they barely touched the cloak and leaned on the ball-return almost exclusively, which tells you the gadget balance is loose enough that you will find your own preferred style. Here is where I get impatient, though. The multiplayer hook in the title is strictly local, couch-only, no online component. In 2014 that was already a sliding scale; in 2026 it is a hard wall for most players who do not have three bodies and three controllers available in the same room at the same time. There is no ranked system, no netcode to worry about because there is no net. The Steam community is effectively silent, review count is too thin to score, and there has been no meaningful post-launch update activity in years. The ceiling is an evening with friends and then that is probably it. The TV game show framing - prize wheels, crowd cheers, a campy aesthetic - genuinely separates this from generic maze clones. SmallGreenHill committed to the bit, and the personality carries the visual limitations. The 60 challenges across four themed maze sets is a real content count, not padding. But the solo experience plateaus faster than the level count suggests it should, and without online play the multiplayer is a party trick rather than a reason to keep the game installed. If you have the hardware setup and three people who will actually sit down together, the deathmatch mode can produce some genuinely chaotic fun for an hour. Just go in clear-eyed about what you are getting. Fred, Scout Team

Man in a Maze: Deathmatch
Action

Man in a Maze: Deathmatch

Oct 16, 2014SmallGreenHill
GamerScout Says

Couch deathmatch wrapped in a cheesy game show skin, but zero online play and a ghost-town Steam page raise real questions about whether anyone else is still running these mazes.

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About Man in a Maze: Deathmatch

I came here looking for something to slap on the second monitor and play local with a couple of controllers, and this is precisely what Man in a Maze delivers. It is a top-down stealth-puzzle-arcade hybrid dressed up as a TV game show, and the concept is sharp enough on paper: sneak past patrolling robots, sidestep traps, collect cash, spend that cash on gadgets, and either survive a 60-level solo gauntlet or blow up your friends in a 2-4 player local deathmatch. The Frenzy mode, which lets you replay completed levels with the robots now hostile and hunting you, adds a decent second pass. As a solo time-waster it is serviceable, if unspectacular. The gadget loop is where the game earns its modest budget. Mines, cloaking, and ball-returns give you real tactical options rather than just a single weapon and a dodge roll. Spending in-maze winnings to upgrade them before the next level creates a light economy that keeps you invested past the tutorial. The cloaking in particular changes how you approach patrol patterns entirely - it is a stealth tool, not a panic button, and the game is more interesting when you respect that distinction. One community player noted they barely touched the cloak and leaned on the ball-return almost exclusively, which tells you the gadget balance is loose enough that you will find your own preferred style. Here is where I get impatient, though. The multiplayer hook in the title is strictly local, couch-only, no online component. In 2014 that was already a sliding scale; in 2026 it is a hard wall for most players who do not have three bodies and three controllers available in the same room at the same time. There is no ranked system, no netcode to worry about because there is no net. The Steam community is effectively silent, review count is too thin to score, and there has been no meaningful post-launch update activity in years. The ceiling is an evening with friends and then that is probably it. The TV game show framing - prize wheels, crowd cheers, a campy aesthetic - genuinely separates this from generic maze clones. SmallGreenHill committed to the bit, and the personality carries the visual limitations. The 60 challenges across four themed maze sets is a real content count, not padding. But the solo experience plateaus faster than the level count suggests it should, and without online play the multiplayer is a party trick rather than a reason to keep the game installed. If you have the hardware setup and three people who will actually sit down together, the deathmatch mode can produce some genuinely chaotic fun for an hour. Just go in clear-eyed about what you are getting. Fred, Scout Team

Tags

singleplayermultiplayercontroller-supporttier:indieLocal Multiplayer OnlyCouch Co-opTop-Down StealthGadget ProgressionFrenzy ModeParty GameTrap AvoidanceRobot AI Patrol

System Requirements

Minimum

OS
WindowsXP SP2 or higher
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
500 MB available space
Graphics
Nvidia 260 GTS or Radeon HD 4850 - 512 MB of VRAM
Processor
1.80GHz dual Processor
Sound Card
DirectX compatible sound card
Additional Notes
Supports mouse and keyboard, and Xbox 360 compatible controllers.

Reviews & Ratings

No ratings available

Game Info

Developer
SmallGreenHill
Publisher
SmallGreenHill
Release Date
Oct 16, 2014

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