
Maze Sounds
Sound is your only compass here: navigate a first-person labyrinth of invisible, electrified walls using audio cues alone. A stripped-back experiment that either clicks completely or leaves you cold.
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About Maze Sounds
I spend a lot of time with small, odd experiments that nobody covers, and Maze Sounds is exactly that kind of game. AMIDEA Games built a single auditory premise and committed to it entirely: you are placed inside a first-person labyrinth where every wall is invisible and lethally electrified. The walls hum like electrical transformers, and that hum is your map. Move your ears, read the stereo field, inch forward. Touch a wall and you die. It is spare to the point of severity, and that austerity is both its identity and its biggest obstacle. The loop itself is genuinely interesting for the first several levels. Spatial audio as a primary mechanic is rare on PC, and there is a real satisfaction in slowly learning to triangulate your position from sound alone. You also collect keys to open doors, avoid traps, and deal with enemies along the way, which adds just enough friction to keep navigation from feeling purely meditative. With headphones on, the hum of those invisible walls has a presence that cheaper audio engines couldn't pull off. The developer was clearly sincere about the soundscape being the game's foundation. The problems surface quickly once the novelty settles. Steam user reception sits at Mixed, with roughly 40 percent of reviewers recommending it, and that split makes sense. The level design does not scale the concept with much imagination across its run. Bug reports from early players flagged crashes on specific levels, missing audio on level nine, and achievement tracking issues, some of which received patches via post-launch updates but which speak to a release that needed more polish time. There is also a community note that the launch trailer failed to feature actual in-game audio, which, for a game whose entire identity is sound, is an odd own goal. Who is this actually for? Genuinely: players who are curious about audio-centric design as a concept, accessibility-focused gamers who navigate by sound rather than sight, or experimental-game collectors looking for something that does one unusual thing rather than many ordinary things. It was built in Unreal Engine 4, runs on Windows, Mac, and Linux, and the runtime is short enough that a full playthrough is measured in an evening rather than a weekend. The idea deserved a more rigorous execution, and there is a version of this concept, polished and expanded, that could be something special. What shipped in 2016 is a rough proof-of-concept with a heartbeat. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7, windows 8.1, windows 10
- Memory
- 2 GB RAM
- Storage
- 200 MB available space
- Graphics
- GeForce GTX 290
- Processor
- Intel Core2Quad Q6600 2,40 GHz
Recommended
- OS
- Windows 7, windows 8.1, windows 10
- Memory
- 4 GB RAM
- Storage
- 200 MB available space
- Graphics
- GeForce GTX 760
- Processor
- Intel Core i5 3.40GHz
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Game Info
- Developer
- AMIDEA Games
- Publisher
- AMIDEA Games
- Release Date
- Oct 1, 2016