- Release Year: 2018
- Platforms: iPhone, Nintendo Switch, PlayStation 3, PlayStation 4, PlayStation 5, PS Vita, Windows Apps, Windows, Xbox One, Xbox Series
- Publisher: Blender Games
- Developer: Blender Games
- Genre: Action, Labyrinth, Maze, Puzzle
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Maze navigation, Puzzle solving
- Setting: Christmas

Description
Amaze: Christmas is a festive puzzle-action game where players navigate through holiday-themed labyrinthine levels from a top-down perspective. Developed by Blender Games and released in December 2018, the game challenges players to solve mazes filled with seasonal obstacles and surprises, set against a cheerful Christmas backdrop. With its fixed-screen visuals and direct-control mechanics, the game offers a compact, holiday-inspired twist on the classic maze genre.
Amaze: Christmas Cracks & Fixes
Amaze: Christmas Patches & Updates
Amaze: Christmas Guides & Walkthroughs
Amaze: Christmas: Review
Introduction
A sliver of tinsel in the shovelware blizzard or a hidden holiday gem? Amaze: Christmas (2018), one of Blender Games’ many micro-budget seasonal maze titles, epitomizes the tension between cynical asset-flip minimalism and earnest, accessible game design. This review unpacks its place within the Amaze series—a 2017–2019 factory line of holiday-themed labyrinth games—and argues that while mechanically threadbare and creatively inert, its ultra-low price point and unapologetic simplicity inadvertently embody the fleeting, disposable charm of a holiday cracker toy.
Development History & Context
Studio Origins and Production Line Ethos
Blender Games, a prolific but obscure developer with over a dozen Amaze titles released between 2017–2019, specialized in bite-sized maze games themed around holidays (Halloween, Valentine, Easter) and abstract concepts (Gears, Zero, DT). Operating in the post-Flappy Bird indie landscape, their model prioritized rapid iteration over innovation, leveraging rudimentary mechanics and seasonal relevance for Steam discoverability.
Technological and Market Landscape
Built in a likely lightweight engine (Unity or similar), Amaze: Christmas targeted Windows PCs with specs so minimal they bordered on parody (direct control, fixed 2D perspective). Released December 4, 2018—midway through the Amaze series’ two-year run—it entered a marketplace saturated with low-effort holiday cash-ins, yet distinguished itself only by thematic reskinning of its sibling titles. Its price volatility ($1.99 MSRP, often discounted to $0.55) framed it as a stocking filler for the “under $1” impulse-buy crowd.
Narrative & Thematic Deep Dive
Absence as Aesthetic
Amaze: Christmas eschews plot, characters, and dialogue entirely. Its “narrative” is purely environmental: a maze adorned with snowflakes, candy canes, and evergreen trees evokes the aesthetic signifiers of Christmas without contextualizing them. This void of storytelling underscores its identity as a mechanical curio—a digital equivalent of navigating a child’s handheld marble maze.
Thematic Bankruptcy and Festive Pantomime
The game’s “Christmas” theme is surface-level semiotics: red-and-green color palettes, staccato renditions of public-domain carols, and snow-textured walls. Without characters, quests, or lore, it reduces the holiday’s emotional resonance to a sterile visual grammar. Critics might call this cynical; defenders could frame it as abstract, meditative purity—a screensaver with a win condition.
Gameplay Mechanics & Systems
Core Loop: Austerity as Design Philosophy
Players navigate a single avatar (likely a cursor-like sprite) through a top-down, grid-based maze via direct keyboard or mouse controls. The objective: reach an endpoint (a gift box, tree, or door) while avoiding dead ends. With no enemies, time limits, or scoring systems, the challenge derives solely from spatial problem-solving.
Progression and Replayability
No character progression or unlockables exist. Each maze is a static, handcrafted layout (no procedural generation), encouraging minimal replayability beyond initial completion. The UI is a barebones overlay—functional but aesthetically dissonant against festive backdrops.
Innovation? Flaws? Neither and Both
The game’s refusal to evolve beyond its rudimentary template is its defining trait. While devoid of bugs or friction, its refusal to innovate—no power-ups, no dynamic obstacles—renders it inert compared to contemporaries like Monument Valley (2014) or even classic Chip’s Challenge (1989). Yet this minimalism might appeal to players seeking frictionless, meditative gameplay.
World-Building, Art & Sound
Visual Design: Asset Store Carols
The art style leans on stock seasonal symbology: vector-style snowflakes, flat-shaded gift boxes, and garishly tiled “icy” pathways. Colors are oversaturated, evoking a dollar-store decor aisle. While technically functional, the lack of cohesion or polish—walls inconsistently textured, sprites lacking animation—betrays its assembly-line origins.
Soundscape: Muzak of the Yuletide Void
Sound design comprises looped MIDI carols (Jingle Bells, Deck the Halls) and generic “slide” or “bump” effects for movement/collisions. The audio lacks dynamism or mixing nuance, often repeating ad nauseam during prolonged maze attempts. A singular triumph: the absence of voice acting spares players cringe-worthy Santa impersonations.
Reception & Legacy
Critical and Commercial Silence
No critic reviews exist on MobyGames or Steam—unsurprising given its price and scope. Commercial performance remains unknown, though its Steam presence (AppID 986990) suggests modest sales via deep discounts. Player reviews are similarly absent, cementing its status as a ghost in Steam’s algorithmic mist.
Industry Impact and Series Context
As the eighth entry in Blender Games’ Amaze series, Christmas epitomized a micro-genre of shovelware: disposable, thematically reskinned maze clones. Its legacy lies in proving the commercial viability of ultra-niche, low-effort titles in an era of Steam Direct’s floodgates. While uninfluential on design trends, it presaged the “idle game” ethos of minimal engagement maximized for impulse purchases.
Conclusion
Amaze: Christmas is less a game than a seasonal greeting card with a maze doodled on the back. Its virtues—simplicity, brevity, and aggressive affordability—are inseparable from its flaws: creative barrenness, absent replayability, and aesthetic crudeness. Yet within its self-imposed constraints, it achieves a perverse kind of honesty: a game stripped of pretense, ambition, and even basic fun. Is it worth $0.55? As a festive curiosity for completists or masochists, perhaps—but as a slice of game history, it stands as a monument to the industry’s unglamorous underbelly. Two stars: for the price of a candy cane, you get exactly what you paid for.