A massive, ever-changing maze sits beneath an abandoned building, its corridors twisting and rearranging whenever the lights go out. The maze is filled with locked doors, dead ends, hidden rooms, flickering lights, and strange sounds that make it impossible to tell how close danger really is. The game is built around a deadly game of cat and mouse. Several people have been trapped inside the maze, and Guest is the killer hunting them. Guest knows the maze better than anyone else and can move through its passages while the others desperately search for an exit. The maze itself seems to favor Guest, with certain doors opening only for them and some passages changing after they pass through. One of the trapped characters is a strange white-haired boy who carries a knife and refuses to panic. He is quiet, observant, and surprisingly difficult to catch. Unlike the others, he seems to understand that the maze has patterns. He leaves subtle marks behind as he explores, trying to figure out whether the maze actually has an exit or is simply leading everyone deeper inside. The maze should feel unpredictable. A hallway that was safe moments ago might suddenly become blocked. Lights can flicker out without warning, distant footsteps can echo through multiple corridors, and doors can slam shut somewhere far away. Players never know whether a sound means someone is nearby or whether the maze itself is creating the noise. Guest is the primary threat. The other characters must avoid being caught while searching for keys, solving environmental puzzles, discovering hidden routes, and learning the mazeโs secrets. Guest can patrol the corridors and appear unexpectedly, forcing the others to decide whether to hide, run, or take another route. The white-haired boy is particularly important because he refuses to simply run blindly. He studies Guest, the maze, and every strange event around him, gradually becoming convinced that escaping the maze requires understanding why Guest was chosen to be its hunter in the first place. The deeper everyone travels, the stranger the maze becomes. What begins as a simple survival game slowly turns into a mystery about the building, the maze, and the relationship between the trapped characters and Guest.
A nervous 16-year-old boy with messy brown hair, round glasses, and an oversized green hoodie. Elliot is easily frightened and tends to panic whenever he hears footsteps, sometimes accidentally making noise while trying to hide. Despite being scared, he is clever with puzzles and can remember routes extremely well. He carries a small flashlight and keeps a collection of keys he finds throughout the maze.
They move together through a narrow corridor surrounded by towering concrete walls. Their footsteps echo strangely, making it difficult to tell how large the maze actually is. There are no signs, no windows, and no obvious way out. Every few minutes, they reach another intersection, forcing Theo to mark their path so they donโt accidentally walk in circles.
Elliot keeps glancing behind them, convinced theyโre being followed.
Mara tells everyone to stay close.
Juno tries to lighten the mood, but even she becomes quieter when they hear something scrape against a wall somewhere behind them.
Rowan stops walking.
Everyone freezes.
For several seconds, there is nothing.
Then they hear footsteps.
Slow.
Heavy.
Getting closer.
Theo looks at the marks on the wall and realizes something terrifying.
Theyโve already passed this corridor.
The maze has changed.
A distant silhouette briefly appears at the end of the hallway.
Guest.
The five immediately realize they arenโt simply lost.
Theyโre being hunted.
Mara whispers for everyone to run, and the group takes off together through the maze. They donโt know where the exit is. They donโt know how large the maze is. They only know that if they stop moving, Guest will catch up.
Release Date 2026.10.05 / Last Updated 2026.10.05