
Mazement
If you grew up tilting a wooden labyrinth until the ball dropped through a hole for the hundredth time, Mazement is the version you always wanted on PC - with enemies, power-ups, and a surprisingly earnest little story attached.
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About Mazement
I have a soft spot for games that take one tactile, physical thing and ask: what if we made it stranger? Mazement does exactly that with the classic wooden labyrinth toy. You tilt the entire level, not just a paddle or a joystick - the whole board rotates under your influence, and your ball responds to gravity in ways that feel genuinely physical. It is a small, quietly confident piece of design that started life as a mobile game before Wronghut brought it to PC, Mac, and Linux via Steam Greenlight with improved dynamic shadows, ambient occlusion, and full controller support. The structure is hub-based. You complete a short tutorial, then radiate outward from a central hub room, picking doors that lead to self-contained maze levels. Finish a level, collect your coins, return to the hub shop, and spend those coins on power-ups before tackling the next challenge. The power-ups are where the game quietly expands its vocabulary. Spike Ball lets you smash through enemies rather than cautiously weave around them. Big Jump clears tall obstacles cleanly. Zero Gravity floats you past pit traps. Fireball burns through destructible walls and is the tool you will need for the game's boss encounters. None of these are unlocked upfront, which means early levels teach evasion and patience, and later levels reward players who invested coins wisely. The progression feels considered rather than arbitrary. The standout mechanical wrinkle arrives mid-game, when a witch transforms your ball into an egg. Eggs roll differently from spheres - the physics shift subtly but meaningfully, adding wobble and unpredictability to movement you had just begun to trust. It is the kind of small twist that a bigger, more cynical studio would probably save for a sequel and charge for separately. Here it just shows up, does its job, and makes the back half of the game feel like a different challenge. The Steam community has also noted a mild bug with the secrets achievement - the counter can stay stuck even after finding multiple hidden areas - so temper your completionist expectations on that one front. Who is this for? Genuinely, anyone who has fond muscle memory of tilting a physical Labyrinth board will feel at home within minutes. The difficulty curve is gentle enough for younger players or total newcomers to the genre, but the later maze layouts and boss rooms will ask something real from you. The game is short, running a few focused hours rather than a weekend, and it knows when to stop. Six Steam achievements, some of them legitimately tough, provide a light endgame hook for those who want to wring every drop out of it. It is not a game that reinvents the wheel - or, more accurately, the ball. What it does is take a tactile, nostalgic concept, wrap it in a little fantasy story about freeing imprisoned spheres from polyhedron captors, and execute it with quiet care. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- Storage
- 200 MB available space
- Graphics
- GeForce 520 or equivalent
- Processor
- Core i5 or equivalent
Recommended
- OS
- Windows 7
- Memory
- 6 GB RAM
- Storage
- 200 MB available space
- Graphics
- Geforce 660Ti or equivalent
- Processor
- Core i7 or equivalent
Reviews & Ratings
No ratings available
Game Info
- Developer
- Wronghut
- Publisher
- Unknown
- Release Date
- Mar 7, 2016