Attack of the Labyrinth

Attack of the Labyrinth Logo

Description

In Attack of the Labyrinth, a sinister labyrinth erupts in a once-peaceful kingdom, unleashing legions of monsters and dark forces that threaten the realm. The king rallies the Champions of Virtue—a diverse party of heroes including knights, wizards, archers, and dragons—to venture into its randomly generated depths, battling through 10 levels of arcade-style shoot-em-up action to uncover hidden relics, collect upgrades and ancient scrolls, amass piles of gold, and ultimately confront the demonic heart of evil in this top-down 2D scrolling adventure supporting up to four local players.

Gameplay Videos

Where to Get Attack of the Labyrinth

PC

Patches & Mods

Guides & Walkthroughs

Reviews & Reception

metacritic.com (49/100): From the paltry selection of playable classes, to the lifeless levels, to the uninspired enemies, this game only barely justifies its budget price point.

hookedgamers.com : Attack of the Labyrinth’s dungeons simply feel repetitive.

steambase.io (67/100): This score is calculated from 66 total reviews which give it a rating of Mixed.

niklasnotes.com (65/100): The reviews for ‘Attack of the Labyrinth +’ highlight a mix of positive and negative sentiments, with players enjoying the fun co-op gameplay and retro graphics, while also expressing frustration over repetitive mechanics and challenging difficulty.

Attack of the Labyrinth: Review

Introduction

In the shadowy depths of video game history, few titles evoke the frantic joy of blasting hordes of monsters in a procedurally generated maze quite like Attack of the Labyrinth. Released in 2015 as a free-to-play indie gem on Steam, this top-down arcade shooter draws from the DNA of classics like Gauntlet and the roguelike roguelites that were exploding onto the scene, offering a chaotic blend of dungeon crawling and shoot-’em-up action. Developed by the small team at Timedrop Studios, it promised a return to the pixelated purity of arcade heroism, where players assemble as the “Champions of Virtue” to storm an evil labyrinth teeming with demonic foes. But beneath its nostalgic facade lies a game that both captivates and frustrates—a bare-bones tribute to multiplayer mayhem that shines brightest in local co-op but stumbles in its shallow execution. My thesis: Attack of the Labyrinth is a quintessential artifact of the mid-2010s indie boom, embodying the era’s enthusiasm for accessible, retro-inspired action while highlighting the pitfalls of limited scope and procedural pitfalls, ultimately carving a modest niche as a cult curiosity for co-op enthusiasts rather than a genre-defining masterpiece.

Development History & Context

Timedrop Studios, a boutique indie developer founded in the early 2010s, entered the scene with Attack of the Labyrinth as one of their flagship projects, self-publishing it on platforms like Steam and Desura amid the burgeoning wave of Greenlight-approved titles. The studio, likely a small operation given the lack of extensive credits or prior hits, envisioned a game that distilled the essence of arcade dungeon crawlers into a bite-sized, multiplayer-focused experience. Drawing inspiration from the relentless enemy waves of Gauntlet (1985) and the permadeath tension of roguelikes like Dungeons of Dredmor (2011), the creators aimed to create “KILL MONSTERS. DESTROY EVIL. GET RICH.”—a tagline that encapsulates their straightforward, no-frills vision of heroic fantasy boiled down to pixelated combat and loot-grabbing.

The development unfolded during a pivotal time for indie gaming. By 2015, Steam Greenlight had democratized access to distribution, allowing small teams like Timedrop to release without massive budgets, but it also flooded the market with experimental titles. Technological constraints were minimal on PC—running on modest hardware like Windows 7 with 1GB RAM and 100MB storage—but the era’s tools, such as Unity or similar engines, enabled quick iteration on 2D visuals and procedural generation. Yet, this accessibility came with trade-offs: Attack of the Labyrinth launched in Early Access, evolving into the “+” version by 2016 with updates like secret levels, AI improvements, and a level-up system, reflecting the iterative feedback loop common in indie dev. The gaming landscape was dominated by roguelite resurgence (The Binding of Isaac: Rebirth in 2014) and co-op revivals (Gauntlet remake in 2014), positioning Timedrop’s game as a low-stakes entry in the “dungeon crawler” subgenre. However, without marketing muscle, it flew under the radar, collected by just 16 players on MobyGames and amassing only 66 Steam reviews—a testament to the era’s hit-or-miss visibility for free indies.

Narrative & Thematic Deep Dive

Attack of the Labyrinth wears its narrative lightly, prioritizing action over storytelling in true arcade fashion, but its sparse plot still weaves a threadbare tapestry of heroism, greed, and cosmic evil that echoes fantasy tropes from literature and earlier games. The core premise unfolds via a simple ad blurb: A malevolent labyrinth erupts in a peaceful kingdom, spewing legions of monsters led by a demon lord. The king summons the Champions of Virtue—a ragtag party of heroes—to delve into its depths, retrieve hidden relics, and vanquish the beast at its heart. There’s no voiced prologue or cutscenes; instead, the story emerges through environmental cues, like crumbling dungeon walls and glowing relics, and the post-level tallies of gold amassed, framing the quest as both a noble crusade and a treasure hunt.

Characters are archetypal placeholders rather than deep personalities. Players select from four classes—Knight (melee tank), Wizard (ranged magic), Archer (projectile sniper), and Dragon (versatile fire-breather)—each with minimal lore implied by their designs: the armored Knight embodies chivalric duty, the robed Wizard arcane wisdom, the bow-wielding Archer cunning precision, and the scaly Dragon primal fury. The “+” update adds four hidden characters, unlocked through secrets, expanding this roster with variants that hint at untapped potential, like stealthier rogues or healers, though they remain mechanically similar. Dialogue is nonexistent beyond on-screen prompts for relics or exits, creating a silent, player-driven narrative where “dialogue” manifests in the chaos of co-op banter—friends shouting strategies amid monster swarms.

Thematically, the game explores duality: virtue versus vice, as heroes “destroy evil” while hoarding gold, satirizing the RPG greed mechanic in a roguelike wrapper. The labyrinth itself symbolizes unending peril, with its random generation underscoring themes of chaos and futility—much like Sisyphus in a pixelated hell, players push forward only to face permadeath and restart. Broader undertones nod to escapism in gaming’s golden age, where labyrinths represent personal trials, but the execution is superficial. Without branching paths or moral choices, the themes feel underdeveloped, serving more as atmospheric flavor than profound commentary. In an era of narrative-heavy indies like Undertale (2015), Attack of the Labyrinth prioritizes thematic simplicity, making it a relic of arcade purity over modern depth.

Gameplay Mechanics & Systems

At its core, Attack of the Labyrinth revolves around a tight, addictive loop of exploration, combat, and progression in procedurally generated dungeons, blending twin-stick shooter mechanics with dungeon-crawler staples. Players navigate top-down, 2D-scrolling levels—randomly assembled mazes of corridors and rooms—hunting for keys, relics, and exits while fending off endless enemy spawns. The hook is immediate: enter a level, clear paths of foes to uncover the relic (which unlocks the boss gate), battle the guardian, and escape with gold. This repeats across 10 levels (plus three secret ones in the “+” edition), culminating in the heart of evil. Local co-op for up to four players amplifies the frenzy, turning solo runs into chaotic alliances where one player’s death can doom the party via permadeath.

Combat is arcade-simple yet responsive, using face buttons on controllers (or WASD/mouse on keyboard) for attacks rather than right-stick aiming— an unconventional choice that feels clunky but encourages movement-based tactics. Melee classes like the Knight swing in arcs with variable speed and range, while ranged ones (Wizard, Archer) fire projectiles; the Dragon adds fiery area blasts. Enemies, from goblins to demons, employ basic AI—mostly straight-line charges with pathfinding in updates—making fights a test of positioning over strategy. Flaws emerge here: hitboxes feel oversized and inconsistent, leading to phantom hits, and the constant spawning exhausts without accomplishment, as cleared rooms refill instantly. No destructible generators or permanent clears mean pure survival grind.

Progression is loot-driven: Gold buys temporary upgrades like faster attacks or shields at shops, while scrolls offer power-ups (e.g., fireballs). The “+” version introduces a level-up system for persistent growth across runs and boss HP bars for climactic fights, adding light RPG flavor. UI is minimalist—a compass for relic direction, occasional map rooms—but lacks a persistent minimap, exacerbating the “labyrinth” confusion in repetitive layouts. Innovations like random generation promise replayability, but flaws dominate: limited class variety (no healers), uninspired enemy types, and no online multiplayer limit depth. Custom controls in updates help, but the systems feel bare-bones—engaging for short bursts, punishing for marathons, and ideally suited to co-op where shared frustration breeds fun.

World-Building, Art & Sound

The game’s world is a fantastical underworld of shifting biomes, from icy caverns to lava palaces, evoking a labyrinthine hellscape straight out of Dante or classic D&D modules. Procedural generation crafts these as interconnected mazes, with relics hidden in thematic pockets—like frozen altars in ice levels—building an atmosphere of oppressive confinement. Atmosphere thrives on tension: dim lighting spotlights player vulnerabilities, enemy hordes create claustrophobic pressure, and the push toward the “heart of evil” instills a mythic urgency. Yet, the randomness dilutes cohesion; levels feel lifeless, swapping tilesets without narrative glue, turning the world into a generic backdrop rather than an immersive realm.

Visually, Attack of the Labyrinth excels in its pixel art homage to late-SNES or early Genesis aesthetics—crisp sprites for heroes and monsters pop against tiled backgrounds, with customizable filters (e.g., CRT scanlines) enhancing nostalgia. The top-down perspective scrolls smoothly, and enemy variety, while limited (new types in updates), fits the arcade vibe: slimy blobs, armored knights, fiery imps. It contributes to a charming, approachable experience, especially in co-op, where colorful chaos fills the screen.

Sound design, however, is a discordant weak link. Crude bleeps and bloops for attacks evoke Atari-era harshness, clashing with the visuals’ polish—laser zaps and grunts feel dated and grating during prolonged sessions. No orchestral score; instead, sparse chiptunes loop minimally, amplifying repetition. Boss themes add minor flair with HP bars signaling escalation, but overall, audio fails to elevate immersion, underscoring the game’s budget roots. Together, these elements craft a cozy yet exhausting atmosphere: visually inviting for retro fans, sonically fatiguing, and thematically supportive of frantic heroism without deeper emotional pull.

Reception & Legacy

Upon launch in March 2015 (with the “+” re-release in 2016), Attack of the Labyrinth garnered modest attention as a free Steam title, but critical reception was lukewarm. Hooked Gamers delivered the sole major review at 49/100, praising its “simple arcade-like gameplay” and local co-op as “a welcome addition” while lambasting “dull, random level design,” “little variety,” and “very poor sound effects.” Metacritic echoes this with a “tbd” score based on one review, and MobyGames lists a 49% critic average from scant coverage. Commercially, its free model yielded low visibility—66 Steam reviews averaging “Mixed” (66% positive), with players lauding co-op fun and retro charm but decrying repetition, difficulty spikes, and content scarcity. No sales figures exist, but 16 MobyGames collectors and sparse forum activity suggest niche appeal, bolstered by developer engagement via updates.

Over time, reputation has stabilized as a hidden gem for casual multiplayer. Steam user tags highlight “Dungeon Crawler” and “Arcade,” with positive notes on addictive co-op contrasting negatives like “basic mechanics” and “lack of replay value.” No major awards or ports followed, but its legacy endures in the indie ecosystem—influencing micro-budget co-op shooters like later Vampire Survivors clones by proving local play’s viability. It nods to Gauntlet‘s revival, contributing to the roguelite wave without revolutionizing it. In industry terms, it exemplifies 2015’s indie optimism: accessible tools birthed quick hits, but oversaturation buried many. Today, it’s a footnote in dungeon-crawler history, appreciated by historians for capturing the era’s DIY spirit, though unlikely to inspire direct sequels given Timedrop’s dormancy.

Conclusion

Attack of the Labyrinth is a pixelated paean to arcade excess, blending shoot-’em-up frenzy with roguelike randomness in a co-op package that’s equal parts exhilarating and exhausting. Its development reflects indie ingenuity amid 2010s accessibility, while its narrative simplicity and thematic nods to heroism provide just enough fantasy flavor for the action. Gameplay loops deliver thrills through responsive combat and upgrade chases, but repetitive levels, shallow AI, and UI shortcomings reveal its bare-bones core. Visually nostalgic and aurally uneven, the world-building fosters chaotic immersion best shared with friends. Reception-wise, it earned mixed praise for co-op joys amid content critiques, cementing a legacy as a modest cult entry in the dungeon-crawler canon—more a nostalgic diversion than enduring classic.

Verdict: In video game history, Attack of the Labyrinth occupies a charming limbo—a 6/10 freebie that rewards patient co-op sessions but falters solo, emblematic of indie’s golden highs and procedural growing pains. For retro arcade fans, it’s worth a delve; for depth-seekers, look elsewhere. Its place? A labyrinthine footnote, inviting explorers to unearth its hidden charms.

Scroll to Top