CUBE MAZE

How to play — a five-minute guide to getting out alive.

How to begin

Launch the game from the Tronsoft Games library. There is nothing to install and no sign-in. A start screen appears first: choose your maze's geometry and size (below), press Enter the Maze, and a maze is built with you at its centre. You may accept the generated maze seed or enter your own seed to reproduce the same layout. Press New Maze at the top of the screen at any time to return to the start screen and begin again.

Choose your maze

Every run is shaped by two choices:

Whichever you pick, the rule is the same: every room has up to three exits, and the maze builds into view only as you explore it.

The goal

Three gates are hidden in the maze's outer wall. Reach any gate, defeat the guardian that holds it, and step through it to escape alive — that is the win. If your health reaches zero, the run is over.

Turn order

Cube Maze is turn-based and takes place one room at a time. Each action you take — a step, an attack, drinking a potion — is a turn. Outside of combat the world waits on you. Inside combat, every time you act the creature acts back.

Movement — Cube

ActionKeys
Move North / South / West / East or WSAD
Climb up a levelQ
Descend a levelZ

Movement — Hex

ActionKeys
Move Northwest / NortheastQ / E
Move West / EastA / D
Move Southwest / SoutheastZ / C
Climb up a levelPage Up
Descend a levelPage Down

Only lit exits are open. The on-screen movement pad reshapes itself to a four-way cross or a six-way hex rose to match your maze. The minimap on the right draws the level you are on — square cells for a cube, hexagons for a hex prism — with doors as lines and ↑ ↓ ↕ marks for stairs. Amber cells are gates.

Items

Rooms may hold treasure (gold and gems for score), weapons and armour (automatically equipped if better than what you carry), and supplies. Stand on an item and press G to take it. Use supplies from the pack with number keys:

ItemKeyEffect
Ration1Restores a little health
Potion2Restores a lot of health, and cures poison
Torch3Refills your light meter

Combat

Entering a room with a creature starts a fight. The combat buttons appear beneath the room view.

ActionKeys
AttackSpace
Flee to the previous roomX
Eat a ration / quaff a potion1 / 2

The maze holds sixteen kinds of creature, and many fight dirty. When a battle starts, the log shows the creature's traits:

Better weapons raise your damage; armour reduces the damage you take (unless the foe pierces it); levelling up raises your maximum health and adds a flat bonus to your blows. Fleeing is not guaranteed — fail the escape and the creature gets a free strike.

Winning & losing

Move through a gate room's outer door after clearing its guardian to escape alive. If your health reaches zero — in combat, from a trap, from poison, or from stumbling in total darkness — the maze keeps you and the run ends. Your score (gold, gems, kills, level, plus bonuses for escaping and for speed) is shown on the end screen.

Saving and restarting

Cube Maze runs as single sessions and does not save progress between runs; each maze is meant to be played through in one sitting. Press New Maze, or the button on the end screen, to build a fresh maze — with a new geometry or size if you like — at any time.

Survivor's tip: the nearest gate has the weakest guardian, but rushing it with starting gear is how most runs end. Clear the gentle rooms near the centre first, pick up a better weapon and some armour, keep a potion in reserve for the gate fight — and cure poison before it whittles you down.

Save, resume, and seeds

Use Save in the top bar to store the current run in this browser. Resume restores the saved player, explored rooms, inventory, breadcrumbs, waypoint, and elapsed time. Saving is paused during combat so a fight cannot be duplicated by reloading. Maze seeds let you replay or share the same generated maze; the end screen includes Restart Same Maze.

Waypoints and known routes

Open the expanded 2D map and click any visited room to set a waypoint. Cube Maze highlights the shortest route through passages you have already explored. It never uses unexplored rooms, so route guidance is a navigation aid rather than a solution reveal. Click the same waypoint again to clear it.

Map memory and filters

The map remembers discovered loot, creatures, traps, gates, and floor connections. Cleared or collected objects remain as dim memory markers. In the expanded map, filters can independently show or hide breadcrumbs, loot, enemies, traps, gates, coordinates, and floor links. Hex floor buttons mark floors where Up or Down links have been discovered.

Log and accessibility

The activity log can be filtered to Combat, Items, Movement, or System messages. Settings include Reduced Motion, Large Interface Text, and High Contrast. These preferences are retained locally in the browser.

Map Navigation

The 2D map leaves breadcrumbs along your traveled route. Use the visible minus, plus, and Center controls, or drag/pinch/wheel. Your selected pan and zoom are preserved as you move.

Exit buttons label unexplored passages, previously visited passages, the room you came from, and known gates.

Large Map and Breadcrumbs

Choose Expand beside the map to open the live large-map view. Drag to pan, use the wheel or pinch to zoom, press + or - to zoom, press 0 to center, and Esc to close. Hover or keyboard-focus a movement exit to preview that connection on the map. Clear Trail removes the visible breadcrumb route without erasing discovered rooms. Enable Follow to recenter after movement.