- Release Year: 2018
- Platforms: Windows
- Publisher: Blender Games
- Developer: Blender Games
- Genre: Action Puzzle
- Perspective: Top-down
- Game Mode: Single-player

Description
Amaze: ABC is a top-down puzzle game where players guide a small hedgehog through a series of 52 increasingly complex mazes. The objective is to navigate each labyrinth to reach and activate a central portal, with abstract visuals, a calm soundtrack, and diverse level designs that challenge thinking and attentiveness, making it suitable for all ages.
Amaze: ABC: Review
Introduction: The Labyrinth of the Literal
In the sprawling, often-overcrowded ecosystem of digital storefronts, where algorithmic curation battles for our attention, certain titles exist as pure, unadorned propositions. They are games that wear their entire design philosophy on their sleeve, presenting not a complex narrative tapestry or a nuanced mechanical system, but a single, focused idea. Amaze: ABC, released by the prolific Czech studio Blender Games in September 2018, is one such proposition. It is, as its Steam store description states with charming bluntness, a game about “poking our brains” by guiding “a small hedgehog through the maze” to a portal. Yet, to dismiss it as merely another maze game is to underestimate the quiet, stubborn ambition lurking within its deceptively simple premise. This review posits that Amaze: ABC is not a revolutionary title, but it is a fascinating, if flawed, artifact of a specific indie design mindset: the celebration of a single, pure mechanic through sheer, overwhelming volume and minimalist aesthetic. Its legacy is not one of industry-changing innovation, but as a stark case study in how far a lone game loop can be stretched, and what is gained and lost in that endeavor.
Development History & Context: The Amaze Imperative
To understand Amaze: ABC, one must first understand its creator and its context within a vast franchise. Blender Games, operating from the Czech Republic, is not a household name, but it is a uniquely productive entity in the indie space. The studio has, since at least 2017, been engaged in what can only be described as the “Amaze” project—a relentless output of maze-puzzle games differentiated primarily by thematic skin (Amaze: Halloween, Amaze: Christmas, Amaze: Lunar, Amaze: Valentine, etc.) and minor mechanical twists (Amaze: Gears, Amaze: Classic – Inverted). Amaze: ABC, released on September 4, 2018, sits squarely in the middle of this frenzy, following Amaze: Classic – Inverted and preceding Amaze: Halloween in the same calendar year.
The technological constraints of the era are almost irrelevant here. Built for Windows with DirectX 9.0 support and minimum specs of a 2 GHz processor and 2 GB of RAM, Amaze: ABC is technically archaic even at its release. Its “abstraction art” and “calm soundtrack” are not demands of high-end hardware but aesthetic choices born of necessity and a desire for a universal, low-barrier visual language. The gaming landscape of 2018 was dominated by accessible indie hits (Stardew Valley, Celeste), polished AAA fare, and the early rumblings of the “cozy game” movement. Amaze: ABC did not seek to compete with these. Instead, it carved a niche in the absolute lowest-fidelity, highest-quantity quadrant of the market, targeting an audience seeking a quick, untimed cognitive distraction—what the store blurb calls an opportunity to “develop your thinking and attentiveness” for “your children, but also the whole family.” Its business model was straightforward: a cheap, commercial download on Steam ($1.99 at launch, often discounted to $0.55) supported by bundles (like the “Hardcore Blender Pack” and “aMAZE Pack Bundle”) that monetized the studio’s entire output at once.
Narrative & Thematic Deep Dive: The Story of a Hedgehog and a Portal
Here, the source material forces a critical admission: Amaze: ABC has no conventional narrative. There is no plot, no characters with arcs, no dialogue, and no explicit lore. The thematic core is derived entirely from its mechanics and presentation.
The player controls “a small hedgehog” (as per the official description). This is not a character with personality but a navigational avatar, a cursor given mammalian form. The objective is singular: bring the hedgehog to the “portal, which is usually in the center of the maze, but before that activate it.” The “activation” step—often requiring the hedgehog to pass over a specific switch or tile first—introduces the game’s first and only layer of puzzle complexity beyond simple navigation.
The thematic resonance, therefore, is one of pure, unadulterated problem-solving. It is a game stripped of all narrative pretext, reducing the player’s journey to a series of spatial logic tests. The “ABC” in the title is the only hint of a conceptual framework, suggesting an alphabetical or sequential progression—a learning tool or a counting exercise. This aligns with its marketing as a game “perfectly suitable not only for your children.” The theme is fundamental cognition: pattern recognition, pathfinding, and the incremental building of skill through repetition. Each of the 52 levels is a discrete puzzle, a self-contained exercise in navigating a pre-defined labyrinth. There is no meta-narrative of escape, no world to save, no villain to defeat. The hedgehog’s journey is a cognitive treadmill, and the only “story” is one of the player’s own improving proficiency. This purity is its strongest conceptual selling point and its greatest limitation; it invites analysis of how pure mechanics can stand as experience, but offers nothing for those seeking emotional or literary engagement.
Gameplay Mechanics & Systems: The Architecture of the Maze
The core gameplay loop of Amaze: ABC is as simple as its description:
1. Start on a fixed, top-down screen showing a labyrinth.
2. Control the hedgehog avatar with the mouse (direct control).
3. Navigate the maze’s corridors, avoiding dead ends.
4. Activate the required switch(es) if present.
5. Reach the central portal to complete the level.
6. Proceed automatically to the next, larger or more complex labyrinth.
This loop is executed with a “fixed / flip-screen” visual perspective. Each level is a single screen; upon completion, the game “flips” to the next. This design choice has profound implications:
* Pros: It eliminates loading times or scrolling, creating a relentless, appetizer-like pace. Each puzzle is a bite-sized challenge. The fixed perspective ensures perfect information—the entire maze is always visible, emphasizing logic over exploration or memory.
* Cons: It inherently limits maze complexity to what fits on one screen. “Larger labyrinths” are not expansive fields but denser, more winding mazes within the same viewport. This can lead to visual clutter and a sense of spatial confusion rather than grand scale.
The game’s stated promise—”Many kinds of labyrinths”—is where its mechanical depth is supposed to emerge. Unfortunately, the source material provides zero specific details on what these “kinds” are. Based on genre conventions and the “Gears” and “Inverted” variants in the series, one can infer possible variants: mazes with rotating sections, one-way paths, moving obstacles, time limits, or mazes where the avatar must paint or activate tiles. The lack of specification here is a critical failure in the provided data. We must judge the system by its advertised potential versus its delivered clarity. The system is fundamentally sound for a basic maze game but appears to lack the systematic variation or ramping complexity of genre classics like Knight Lore or even modern indie puzzle hits. The “surprisingly – difficult” tag from Steambase is the only clue to its challenge curve, suggesting that later mazes demand high-concentration pathfinding and precise cursor control, but without specific level analysis, this remains an anecdotal claim.
The UI is minimal to the point of invisibility: presumably a simple “Level X/52” indicator and a success/fail state. The game supports Steam Achievements (100 of them, hinting at serious completionist challenges) and Steam Cloud sync, but these are standard features, not innovative systems. The interface achieves its goal of being unobtrusive, but it also reflects a lack of investment in tutorialization, feedback, or player guidance beyond the basic “try again” loop.
World-Building, Art & Sound: The Aesthetic of Nothingness
This is where Amaze: ABC’s minimalist philosophy is most apparent and most defensible.
* Visual Direction: The “abstraction art” style is a deliberate departure from representational mazes (like stone corridors or hedges). Instead, it likely uses flat colors, geometric shapes, and stark contrasts to define walls, paths, and the hedgehog avatar. This serves multiple purposes: it is computationally trivial, ensuring the game runs on any system; it is timeless, avoiding dated 3D graphics; and it focuses the player’s attention purely on the topology of the maze. The hedgehog, as a small, distinct sprite, becomes the focal point amid abstract geometry. The “colorful” user tag confirms a likely vibrant, perhaps even garish, palette that aids visibility and creates a cheerful, non-threatening atmosphere. This is not a dark, oppressive labyrinth; it is a playful puzzle grid.
* Sound Design: The “calm soundtrack” is a notable feature in a genre often relegated to silence or tense music. A calm, ambient, or lo-fi track suggests the game’s intended use as a relaxing, meditative experience—a “zen” maze solver. It actively counteracts any frustration from difficult puzzles, encouraging a steady, thoughtful pace. The sound design, therefore, is not just atmosphere but a core part of the game’s “family-friendly” and “relaxing” user tags, directly shaping the player’s emotional response.
* Atmosphere & Contribution: Together, the abstract art and calm soundtrack create a disjointed but effective aesthetic. The bright, simple graphics evoke a children’s educational software vibe, while the calm music suggests adult-oriented chillout gaming. This hybridity is key to its “Family Friendly” and “Strategy” tag coexistence. The world is not a “place” but a mental space—a clinician’s diagram or an artist’s sketchbook. Its contribution to experience is to create a frictionless, cognitively focused environment. There is no story to distract, no grim aesthetics to unnerve, just the pure relationship between player, cursor, and path.
Reception & Legacy: A Quiet, Mixed Afterlife
At launch and in the years since, Amaze: ABC has existed in a state of near-total obscurity. Critical reception is virtually non-existent: MobyGames has no approved critic reviews, Metacritic lists no user reviews, and major outlets like Kotaku only have a metadata placeholder. Its legacy is written not in awards or acclaim, but in cold Steam metrics.
Commercial & Critical Reception:
* Steam: As of the latest data, it holds a “Mixed” rating with 55 user reviews, of which only 45% are positive. The Steambase Player Score is 46/100. This is a starkly divided, largely negative reception from the core Steam audience.
* Analysis of Negative Reviews: While the source does not provide review text, the “Mixed” rating and tags like “Difficult” and “Fast-Paced” (clashing with “Relaxing”) suggest common criticisms: perceived lack of content (52 levels feeling insufficient), monotonous repetition, a difficulty curve that feels unfair rather than rewarding, or a sense that the minimalist presentation is cheap rather than artsy.
* Analysis of Positive Reviews: The positive tags (“Relaxing,” “Family Friendly,” “Abstract,” “Cute”) indicate an audience that found exactly what was promised: a simple, pretty, calming puzzle time-waster suitable for children or short gaming sessions. For them, the lack of narrative and complexity is a virtue.
* Commercial Performance: VGChartz lists 0 owners, indicating it is not tracked for sales, a sign of extremely low volume. Its presence in multiple bundles (like the 87-app “Stand with Ukraine Pack”) suggests its primary commercial value is as bundle filler, not a standalone product.
Influence & Legacy:
Amaze: ABC has no discernible influence on the industry. It did not revive the maze genre, spawn clones, or introduce a new mechanic. Its legacy is microscopic and franchise-specific. It is one data point in Blender Games’ “Amaze” series, which represents a strategy of prolific, low-cost, theme-hopping development. The series’ legacy is as a curiosity—a template for how to mine a single simple mechanic (maze navigation) for over a dozen releases by changing superficial elements (themes, slight rule variations). Amaze: ABC is notable within this series only for its alphabetical gimmick, which is never elaborated upon in sources. It exemplifies the risks of this model: the potential for audience fatigue, the challenge of marketing differentiation, and the difficulty of building critical momentum when each release is seen as interchangeable. Its true legacy may be as a cautionary tale about the saturation of a niche, or as a testament to a studio finding a sustainable, if obscure, niche by appealing to a very specific segment (parents seeking brain games for kids, players wanting ultra-casual puzzles).
Conclusion: A Maze With No Exit (From Its Own Limitations)
Amaze: ABC is not a game that can be judged by traditional standards of narrative depth, graphical fidelity, or mechanical innovation. To do so is to critique a square for not being a circle. Evaluated on its own stated terms—as a “straightforward and surprisingly difficult celebration of the simple beauty of the maze”—it is only a partial success.
Strengths: Its commitment to a pure, untimed, perfect-information puzzle experience is admirable. The abstract art is clean and functional, and the calm soundtrack is a wise, if underdeveloped, choice that sets a specific mood. For the exact right audience—a parent wanting a 10-minute cognitive distraction for a child, or an adult seeking a mindless zen puzzle—it delivers on its basic promise. The 52-level count provides a reasonable, if not staggering, volume of content.
Weaknesses: The “surprisingly difficult” claim feels unearned without a gradual, well-signposted difficulty curve. The “many kinds of labyrinths” promise is completely unfulfilled in the available documentation, suggesting variation may be cosmetic or negligible. The game’s greatest sin is its profound lack of ambition. It does not seek to interrogate the maze genre, to subvert it, or to tell a story with its spaces. In an era where even the simplest puzzle games (Patrick’s Parabox, Manifold Garden) find ways to be philosophically resonant or mechanically revelatory, Amaze: ABC feels complacent. It is a content mill product, efficient but soulless.
Final Verdict: Amaze: ABC is a forgotten footnote in the annals of puzzle gaming. It is a technically competent, aesthetically neutral, and mechanically barebones entry in an oversaturated series. It occupies the lowest-common-denominator space of the Steam store: cheap, accessible, quickly consumed, and just as quickly forgotten. Its value is entirely transactional—a few hours of quiet puzzle-solving for less than the price of a coffee. For historians, it is valuable only as evidence of a specific, volume-driven indie development model. As a game to be experienced, it offers nothing that dozens of free browser-based maze games haven’t done better and with more charm. It is, in the end, a perfectly functional maze that leads not to a portal of enlightenment, but to a dead end of its own making.