The Labyrinth of Time Key
If your idea of a good time is wandering a surrealist patchwork of Wild West saloons, medieval castles, and 1950s diners all stitched together by Greek mythology, this 1993 first-person curio will fascinate you - until the clunky interface reminds you it's 30 years old.
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About The Labyrinth of Time Key
My first reaction to The Labyrinth of Time was genuine surprise at the sheer audacity of its world-building. A two-person team at Terra Nova Development somehow conjured a pan-dimensional maze that slides from a 1930s hotel lobby through a crystal mountain cliff into a Wild West settlement holding King Arthur's sword behind a Cretan bridge - and it does so without apologizing for any of it. The concept predates Myst, which is wild to sit with, and the fundamental premise - alter the past, rewrite a professor's journal, watch items physically shift across time zones to unlock new paths - is genuinely clever for its era. Mechanically, this is a first-person slideshow adventure with a toolbar along the bottom of the screen: discrete buttons for Take, Move, Open, Close, Look, and Map, plus keyboard shortcuts that speed things up once you stop fighting the layout. The map system is legitimately one of the game's standout features, pinpointing your position and facing direction across the entire explored labyrinth. There is also a virtual breadcrumb trail option for retracing steps, though with the map active you will rarely need it. The maze-phobic need not flee immediately - navigation is more manageable than the word "labyrinth" implies. Where the wheels come off is in the puzzle design and the inventory system. Most solutions reduce to find-a-key, bring-it-to-a-lock, with the odd sliding-tile puzzle and a few lever flicks thrown in. Several inventory items - like a promising alien belt - turn out to be completely inert, which stings. Worse, at least two points in the game can be made permanently unwinnable through innocent-seeming actions that only reveal their consequences much later. The re-release manual flags these traps, so reading it before you start is practically mandatory rather than optional. That is a real design failure, full stop. The presentation is a mixed bag by any modern measure. The 256-color ray-traced environments carry a distinct handmade quality that holds atmosphere even now - a medieval castle lit in magenta, an empty fairground with a menacing clown facade, a lunar library staffed by a single archivist. The music, meanwhile, is genuinely good; haunting and unhurried. The interface, on the other hand, is notoriously click-heavy, requiring multiple mouse actions to accomplish basic interactions that modern point-and-click games handle in one. Who actually belongs in the target audience here? Old-school adventure fans who want to see where the pre-Myst CD-ROM era was already going, players who value atmosphere and visual imagination over puzzle depth, and anyone with patience for games that are more about exploration than challenge. New players expecting the logical rigour of modern adventure titles or the visual fidelity of anything made after 1997 will be fighting the game the whole way through. It is a fascinating historical object and an occasionally mesmerizing walk through someone's very weird imagination - but it is also a rough, short, and uneven experience that earned its mixed reputation honestly. Alex, Scout Team
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Game Info
- Developer
- Terra Nova Development
- Publisher
- Retroism, Nightdive Studios
- Release Date
- Nov 26, 2014