The Fallen Star
Long ago a star called Aurelion slipped out of the night sky and shattered across the dark. Its fragments scattered like glowing dust — all but one: a single spark of living light that refused to go out.
A living labyrinth that tears itself down and rebuilds every few seconds. One spark of light. One way out — for now.
Long ago a star called Aurelion slipped out of the night sky and shattered across the dark. Its fragments scattered like glowing dust — all but one: a single spark of living light that refused to go out.
That spark was caught by the Architect, an ancient mind that builds labyrinths the way spiders spin webs. It sealed the spark inside its greatest creation: the Aether Labyrinth, a maze that is alive.
The Labyrinth breathes. Every few heartbeats its walls sink into the floor and new ones rise in their place. No map survives. No path stays true for long. The prisoners who remember it call this the Shift — and it comes faster the deeper you go.
You are that spark. The Architect named you prisoner; the stars remember you as Lumen. Your light is faint, but it moves faster than the maze can think — and in every chamber you can feel the pull of home.
Hidden through each chamber lie Star Shards — pieces of the star you once were. Gather every one and a Gate of light tears open. Step through it and you fall one chamber deeper, one step closer to becoming whole again.
The Architect does not let its prisoners wander freely. From the third chamber on, Wraiths rise from the floor — the hollow shadows of travellers who never escaped. They hunger for light. Drifters wander, Hunters chase, and Stalkers wait for you where you are going.
Every three chambers the Labyrinth changes its skin: the cold blue Neon Abyss, the smouldering Ember Vault, the humming Verdant Circuit, the blinding Solar Sanctum and the silent Void Spire. Beneath the Spire the strata begin again — older, faster, hungrier. Legend says that whoever descends far enough will find the Architect's Heart, and set the fallen star free.
“The maze moves. So must you.”
| Action | Touch | Keyboard | Gamepad |
|---|---|---|---|
| Move | Swipe / drag, or D-pad | ↑↓←→ or WASD | D-pad or left stick |
| Pause | ⏸ button | P or Esc | Start |
| Camera view | 🎥 button | C | Y / △ |
| Zoom | — | + / − or mouse wheel | — |
| Mute | 🔊 button | M | — |
| Start / confirm | Tap | Enter | A / ✕ |
Prefer swiping? Turn the D-pad off in Settings. You can also switch between the close Follow camera and the full-maze Overview.
A spark of starlight, circled by rings of energy. Lights up the walls around it.
A spinning crystal with a beam of light. Collect them all to open the Gate. +100 points.
A ring of light that swirls open once every shard is taken. Your way down.
Violet. Wanders the corridors and only sometimes notices you.
Crimson. Follows the shortest path straight to you.
Amber. Predicts where you're heading and cuts you off.
Freezes every Wraith for 6 seconds. Frozen Wraiths can't hurt you.
A shield that absorbs one Wraith strike and banishes the attacker.
Lights a glowing path to your nearest shard (or the Gate) for 7 seconds — even through Shifts.
Holds the Labyrinth still: cancels an incoming Shift and adds 8 seconds to the timer.
The countdown ring at the top of the screen shows the seconds until the next Shift. About two seconds before it hits zero the ring turns red and the maze warns you: walls that will disappear flash, and see-through ghost walls appear where new walls will rise. Then — boom — the whole layout changes in an instant.
The Shift is always fair: every cell of the maze stays reachable, nothing ever gets trapped inside a wall, and a wall never slams shut on a corridor you're already moving through. Shards, power-ups and the Gate stay exactly where they were — only the walls between them change.
The first chamber shifts every 14 seconds. Each level makes the Labyrinth a little more restless, down to a Shift every 6 seconds (4.5 on Nightmare).
| Event | Points |
|---|---|
| Star Shard | +100 |
| Power-up | +50 |
| Chamber cleared | +500, plus 50 × level |
| Speed bonus | +10 for every second under par time |
| Untouched (cleared a level with Wraiths and no hits) | +300 |
All points are multiplied by the difficulty: Explorer ×0.5, Runner ×1, Nightmare ×1.6.
No Wraiths and slower Shifts. A calm way to learn the Labyrinth — end the run whenever you like from the pause menu.
The intended experience. Wraiths appear from Level 3 and the Shift speeds up as you descend.
Wraiths from Level 2, faster and hungrier, with rapid Shifts. Scores are worth 1.6×.
One run per day with mazes that are identical for every player. Share your score and see who descends deepest.
Yes — completely free, with no ads, no accounts and no in-app purchases.
No. MazeShift runs in any modern browser on phones, tablets and computers. You can also install it as an app: use “Install app” on the main menu, or “Add to Home Screen” from your browser's share menu on iPhone and iPad.
Once you've played it once, the game is cached on your device and can start without a connection.
Only on your device, in your browser's local storage. Nothing is sent to a server. Clearing your browser data (or “Reset progress” in Records) erases them.
Browsers only allow sound after you tap or press a key, so tap the screen once. On iPhone, also check that the silent switch is off. You can adjust music and effects separately in Settings.
Open Settings and set Graphics to Low (battery saver). On Auto, MazeShift also lowers the quality by itself if your device struggles.