
Explore. Collect your keys. Escape.
Find your way out
Find your
own way
out.
One maze. Your whole party. One way out.
Explore a changing labyrinth with friends, wherever they are.
Multiplayer, turn-based play on phone, tablet, or computer. Online rooms require your Tronsoft account.
Choose a listed lobby to join, or use a friend’s room code above. Only waiting lobbies and your existing active expeditions are listed.
Cube Maze Expeditions Online · v1.0.0
Maze expedition
Your visited rooms and rooms received in map exchanges reveal their passages. Click or tap a gold highlighted room to move one passage on your turn. Switch floors to click a highlighted stair destination. Direction buttons also work.
Room chat
Messages are visible to this room’s players, before and during the expedition.
How to play
- Gather your party. Create a room and share its invitation with 1–23 friends. Tap Text message to open your phone’s message composer with the room code and link. Choose a recipient and tap Send. More sharing opens the share menu for Messenger or other apps. Copy invite lets you paste it manually. Human players join from their own devices. Choose 0–23 computer players when creating the room, or update them in the lobby before starting. You can start alone with at least one computer. Computer players explore the their own discovered map, fight, heal, collect their own keys, and escape on their turns; they do not see unexplored rooms. Keep a player’s game open for computer turns to advance. The host starts the expedition.
- Take turns. The highlighted explorer acts. Move through one passage, attack, use a potion, escape, or pass. Every successful action ends your turn. There is no turn timer.
- Explore together. Each explorer starts in a different safe room, spread across the maze. Only your own starting room appears on your map. The host chooses Beginner (50 rooms, 2 floors), Standard (243 rooms, 3 floors), Large (676 rooms, 4 floors), or Immense (1,445 rooms, 5 floors). Custom mazes let the host choose 5–21 rooms per side, 2–7 floors, and sentinel difficulty (up to 3,087 rooms). Every floor has one key. Floors are connected by two-way stairs. Every new maze is checked so all starting rooms, floor keys, and the exit are connected by valid passages. Sentinels still need to be defeated. Rooms reveal themselves when you enter them. Other explorers remain unknown until you meet in the same room. Meeting automatically exchanges maps in both directions, adding discoveries to each personal map. Explorer markers show only players currently in your room; meeting never grants live tracking.
- Recover every floor’s key. One key sits on each floor, protected by a sentinel. Attack starts at 2 damage and increases by 1 every two levels. Surviving sentinels retaliate for 2 health against the attacking explorer. Ordinary / key sentinel health is 2 / 4 in Beginner, 4 / 6 in Standard, 4 / 8 in Large, and 6 / 10 in Immense. A sentinel blocks departure until defeated. Each explorer must collect their own key from each floor. A key remains available for others after its sentinel is defeated; entering a cleared key room collects it automatically. If another explorer clears a sentinel while you are already in its room, use Collect floor key on your turn.
- Manage your own supplies. Every new explorer starts at level 1 with 30 personal health and six personal potions. A potion restores up to 8 health and costs a turn. A supply cache gives one potion to the first explorer who enters it. If your health reaches zero, you are eliminated; the other explorers continue.
- Escape on your own. Find the gold exit on an outer edge. After collecting your own key from every floor, reach the exit and choose Escape. The first explorer out earns first place. Others may continue to finish. Escaped or eliminated explorers leave the turn order.
- Gain experience. Earn 5 XP for each room you personally visit for the first time per maze, 20 XP for defeating an ordinary sentinel, 50 XP for a key sentinel, 30 XP per floor key, and 100 XP for escaping. Level 2 needs 100 total XP; level 3 needs 300. Higher thresholds are 50 × level × (level + 1) total XP to reach the next level. Each level grants 4 maximum health and heals 4 health; every two levels adds 1 attack damage. Maximum level is 10. Experience stays with your explorer across rematches in the same room; a new room starts at level 1.
- Reconnect. Reloading on the same browser restores your explorer. Sign in with the same Tronsoft account to restore your online explorer. Keep a game tab open. If the host disconnects, another connected explorer takes over after 90 seconds. If someone disconnects for more than 90 seconds, the host can skip their turn; they can return to continue playing. Use Pass while connected. When everyone has escaped or been eliminated, the host can start a fresh maze.
Online multiplayer edition inspired by the supplied Cube Maze v2.9.1. Room membership closes when play begins. Tronsoft rooms appear in the room browser; waiting lobbies are visible to eligible signed-in players. Room chat retains the most recent 100 messages and works independently of game turns. Signed-in Tronsoft players with a room invitation can join its lobby. Up to 24 explorers can share each maze. Choose Beginner for a first expedition; choose larger mazes for longer routes and more keys.
Online service and access
Online play requires the Tronsoft website update 21.10.13 and Cube Maze 1.6.1. Sign in to Tronsoft before creating or joining rooms. Staff may test before approval; other players need an active subscription and administrator-approved registration for this release. Humans and computers share the 24-explorer capacity. Choose 0–23 computers before starting. Server requests advance one computer turn at most every 1.2 seconds; with no open game tabs the match pauses.
Private maps and fair actions
The server keeps unexplored passages, sentinels, keys, caches, and remote explorer locations out of your responses. Meeting exchanges your current known maps in both directions without XP. Later discoveries require another meeting. Moves, combat, resources, turn order and finish conditions are validated on the server. Duplicate action identifiers do not repeat completed actions; stale revisions are rejected.
Reconnect and invitations
Room invitations contain the game and a 12-character room code, never account credentials. Join before the match starts. Reload or sign in with the same account to resume your assigned explorer. A disconnected host may be replaced by another connected participant after 90 seconds. The host may skip a human absent longer than 90 seconds. Room data expires after 24 hours without requests. Old peer-relay rooms cannot be imported; start a new room after upgrading.
Room chat
Chat requires authenticated room membership. Messages display as plain text, allow at most 500 characters, retain the latest 100 entries, and are limited to one new message per second per account per room. Do not share private information or credentials. Report abuse to the Tronsoft site administrator with the room code and timestamp. No in-game blocking or reporting queue is included.
Validation status
The PHP engine passed 244 checks and 20 complete matches. Local HTTP tests against PHP and MariaDB passed 27 checks with separate fixture account sessions. These tests do not certify your hosted login, subscription provider, HTTPS configuration, browser layout or operational recovery. Complete the supplied two-account acceptance checklist before enabling public listing. The local saved-game format and namespace are preserved.