Read the grid. Break the clock.
Race through six deterministic neon mazes, sweep up optional time boosts and commit through one-way gates before the signal expires.
Move one cell at a time with a swipe, the D-pad, arrow keys or WASD. Reach the exit before the stage timer empties. Diamond boosts add time, striped hazards remove it and chevron gates only let you pass in their shown direction. Efficient routes, spare time and collected boosts all increase your score.
Maze Sprint is a six-stage navigation race built from deterministic perfect mazes. Every cell is connected, there is exactly one simple route between any two points, and the exit is placed at the farthest cell from the start. That makes each stage fair and provably solvable while still producing a different route for every seed.
The run begins with a compact 5×5 grid and grows to 10×10. Later stages introduce one-way energy gates and striped time hazards. Optional diamond boosts sit mostly in side branches: collecting one costs extra steps, but adds time and points.
Clearing a stage always awards 2,000 points. Up to 2,500 extra points come from spare time, and up to 2,000 come from matching the BFS shortest path. Each collected boost adds 600 points, while each triggered hazard subtracts 250.
The fastest visible route is not always the best score. A nearby boost may be worth the detour; a deep branch usually is not. Read the route before committing through a one-way gate.
Daily mode gives every player the same six generated mazes, features and timers. Only accepted movements and the terminal timeout event enter the replay trace. The server regenerates the plan from the daily seed, replays those inputs at their logical timestamps and checks the final state hash before accepting the score.
No. The generator carves a spanning tree and verifies the start-to-exit path with BFS. Gates are placed facing forward on that proven route, so following the shortest path always reaches the exit.
Maze Sprint uses axis locking. A gesture must travel at least 24 pixels and favor horizontal or vertical movement by a clear margin. This prevents an almost diagonal swipe from moving in an unintended direction.
No. The renderer uses the platform's pause-aware logical clock. Timers, scoring timestamps and replays all freeze while the host pauses the game.
Yes. Portrait uses a stacked maze and D-pad. Short landscape and desktop viewports move the controls into a side rail, keeping the entire game inside the gameplay viewport without document scrolling.
The repair swarm finishes every room it touches. Finished means gray. Three lights in a line burn it back.
Seat three modules, close a circuit, relight the corridor.
Read the ray before you tap it.
Sixty-four squares. Six rivals. One quiet night.