The Labyrinth of Minos

Personal project, actively in development, Unreal Engine 5

Project image

The player wakes up at the centre of a maze. No context, no explanation, just four stone walls and a way out to find. The setting is drawn from Greek mythology: the labyrinth of Minos, where Asterion, the Minotaur, roams and hunts. The goal is simple, escape the maze alive.

This project grew out of a desire to explore procedural generation in Unreal Engine 5. The maze is fully generated algorithmically at the start of each run using a recursive backtracker algorithm, ensuring no two playthroughs look the same. Grid size and the presence of a map can both be configured from the start menu.

I wanted to go beyond just generating the maze itself. The game includes a torch system spread throughout the corridors, a minimap with a fog of war system that reveals itself as the player explores, and a distinct starting room separate from the rest of the labyrinth.

The player can choose whether or not to play against the clock from the start menu. Without a timer, they have as much time as they need to explore and find the exit. With a timer, they must escape before time runs out or face defeat. This is currently the only lose condition in the game.

The project is still in active development. The next step is adding the first gameplay mechanics: the player will need to find a key to leave the starting room, then a second one to unlock the exit door of the maze. Further down the line, I plan to add obstacles, more decoration, and finally the main enemy, the Minotaur, who will patrol the corridors and hunt the player down.

Download Windows zip

(requires Windows 10 or later)