About this project
For the latest information on how to support Labyrinth, please visit the website. Sign up to join the Labyrinth community.
Bradley here, Creative Director on Labyrinth. A joyous and sincere 'thank you' to all of our backers who have made this possible. We here at Free Range Games are humbled by you your support, and are excited to have the opportunity to make this game a reality. At FRG, we are now on the home stretch. We see what needs to be done to get the game to launch, and we are proud to have you, our new community, with us as we do it! We look forward to getting the game into your hands, and hope that this is the start of years of enjoyment. Thank you~
Additions to Reward Tiers
- The offer above applies to both existing and new backers
- To avoid confusion, we have decided not to update the reward tier art below and reward tier text on the right. The offer above says it all.
- You can open card packs any time during the basic set or save them for future expansions. You have the flexibility to use them when you want.
- Also, because it wasn't clear earlier, all $250 and above tiers also include the $170 Necromancer rewards
NEW!! Last 24 Hours Special Offer
Stone Blade has offered free Solforge items to anyone who pledges $25 or more on the Labyrinth campaign. You enter the code on the survey that will be sent out after the campaign successfully completes.
With Labyrinth, embark on a new Collectible Card Game (CCG) adventure: Assemble powerful decks of Heroes to invade rival dungeons and engage in epic player vs. player 3D battles--then, use the loot from your conquests to customize your own dungeon and put together a powerful deck of bosses, minions, and traps to defend your riches at all costs.
- PvP game which marries CCG & RPG
- Your Offense deck forms a party of Heroes to raid a dungeon
- Your Defense deck forms a dungeon with Bosses to defend your loot when you are not online
- Tactical turn-based action fused with CCG strategy
- Boss cards define their own uniquely themed dungeon rooms
- Free to Play with hundreds of cards to win, craft, and purchase
- Releasing on PC and Mac; iOS and Android to follow
Backer Quests Results
Level 1 Raid has been completed. See far below for details on how to unlock even more rewards. Every backer will get these additional rewards:
- LATEST: "Labyrinth Kickstarter and Hands-on (time sensitive!)" - Death by Beta
- LATEST: "Labyrinth Nears Kickstarter Goal with Just a Few Days Left" - One Angry Gamer
- "TenTonHammer Interviews Justin Gary from Stone Blade Entertainment" - TenTonHammer
- "Hands-on with Labyrinth, a Promising CCG RPG" - Cliquist
- "An Intriguing Mash-Up Of Tactical RPGs and Collectible Card Games" - Game Informer
- "New CCG/RPG Hybrid Labyrinth Ready to Start Making Waves" - TenTonHammer
- "What If A Turn-Based 3D Combat System Met A Collectible Card Game?" - TwitchPlanet
- "Labyrinth, A Collectible Card Game Meets RPG Dungeon Crawler" - Cliquist
- "Labyrinth – Early Preview" - TradingCardGames.com
- "From the story, to the collectible card model, to the artwork, we knew Labyrinth was something we wanted to be involved in" - Skybound HQ
Bring 'action' to collectible card games: With the inclusion of a turn-based 3D combat system, we are excited to bring more action and tactical thinking to the battlefield, upending many conventions of traditional card games. Every card is more than a means for achieving victory: it's also part of a living, breathing world. This also plays to our studio’s experience in making AAA action games.
Design for deep CCG strategy: The combination of tactical action with familiar CCG strategy opens the door to a new kind of adventure game. We are happy that the creator of Ascension and Solforge, Justin Gary and his team at Stone Blade have joined us to add their decades of experience playing and designing CCGs to our own. Together we are exploring this new frontier and discovering new possibilities for rich gameplay.
Create an expansive world rich in culture--both magical and familiar: We are passionate game developers. We want that to shine through in Labyrinth. In crafting the diverse world of Hylea, whether we are describing the Cosmos and creation story of Starfall or the jewelry of a Giant from the Northern Clans, we strive to have our passion and attention to detail reflect in every facet of story and art.
Build a game that will last for decades: First and foremost, Labyrinth is a collectible card game. With their hallmarks of creative play, endless combinations, meta-game thinking and the potential for vast expansion, CCGs offer the best and longest-lasting experiences in gaming. We've captured these proven qualities and folded them into an exciting new game.
The disciplines of magic in Labyrinth each correspond to energy drawn from a different source within the Cosmos. They grant their wielders unique abilities that define a particular style of play.
Hero and Boss Cards
A great crack tore open the sky. As the farthest reaches of the realm shook with unnatural thunder, thousands of eyes looked up to see their peaceful night shattered into a shimmering prismatic storm. From a fissure in the heart of the tempest, a white star streaked, trailing fire and glowing brighter as it plummeted. Where it crashed to earth it swept into being an enormous crater that crackled and thrummed with otherworldly power.
In time, the crater was filled by the water of the Jarum river, and became a great lake. The first visitors were pilgrims following the path of the star, which they named the Prophet’s Tear. They soon discovered that the site was laced with a powdery substance that granted strange and extraordinary powers. They also found the Keyrifts--tiny bubbles in reality through which they could peer into other dimensions. As word spread of these discoveries, a sprawling city began to spring up around the rim of the crater: the City of Starfall.
A robust trade in Stardust mined from the crater developed. Men and women came from distant lands and settled in the city's many colorful ethnic wards. Prosperity brought peace and peace ruled over the city for centuries.
Now, the age-old pacts and alliances are breaking down. The earliest settlers have consolidated their power and look to push out rivals. Newcomers to the city seek to carve out territory for themselves. As night falls, a silent war begins in the tunnels, alleys, and halls of the ancient city. A sense grows that it's every Hero for themselves...
Labyrinth was one of the top 5 games that was Greenlit by the Steam community on October 8, 2015. It was Greenlit in just 7 days by over 2,000 people.
In addition to a community already excited to play the game, notable people in the games industry support Labyrinth:
"I'm excited to help bring Labyrinth to life." - Justin Gary, former Magic: The Gathering US National Champion and founder of Stone Blade Entertainment, developer of Ascension and SolForge
“This fresh reinvention on a CCG tapped into our passion for old school D&D games. We can’t wait to see Labyrinth come to life!” - Dan Murray, President of Skybound Interactive
"Idea is great, team is great, funding to help them make it great." - Lorne Lanning, creator of Odd World
"With Labyrinth, Free Range Games is taking the CCG category in an exciting new direction. I’m personally a fan of the 3D battles, which bring a new level of visceral action to the genre." - Bret Robbins, Creative Director, Call of Duty: Advanced Warfare
"I’m a CCG fan and I can’t wait to play Labyrinth." - Scott Pease, former Studio Development Director, Neversoft Entertainment, creators of the Tony Hawk’s Pro Skater franchise
"Free Range Games is creating a timeless adventure that fans will be able to enjoy for years to come." - Charles Huang, Co-Founder, RedOctane, creators of the Guitar Hero franchise
We will unlock additional Stretch Goals as the campaign progresses. Check back here to see what we have added!
We wanted to have a little fun, so we’ve created a labyrinth of sorts for you all to collectively raid for extra rewards. This raid will work similar to raids in Labyrinth, except you’ll have to clear all the “bosses” before a level is complete in order to get the hidden loot and open the next level. When a level is complete, every backer gets a reward! Progress on the quests will be shown below and described in more detail in the Updates.
In order for the quest to count, you need to retweet and share very specific links. This will help us track our progress without any arguments. Here they are:
- Share this link on Facebook
- Retweet this link on Twitter
- Post a comment on Kickstarter
- Become a backer on Kickstarter
And we just added some side quests to complete the adventure and have even more fun. Please keep the images you post safe for work and home. :)
Chris Scholz, CEO - Chris bootstrapped and recruited the Free Range Games team after closing Shaba Games in 2009. After working as a designer, he founded Shaba Games in 1997, grew it from 8 to 120 employees, and managed the sale to Activision in 2002. As Studio Head for 12 years, Chris managed all budgets and projects, led company operations, and managed relationships with licensees, marketing, and Activision business development units.
Justin Gary, CEO of Stone Blade Entertainment - We are very happy to have the support and involvement of our friend, Justin Gary, who was a top ranked pro Magic: The Gathering player and who fathered the board game, Ascension: Chronicle of the Godslayer, as well as SolForge, a successfully Kickstarted deck-building PC game. Justin is personally helping us design cards and balance Labyrinth gameplay.
Bradley Fulton, Creative Director - Bradley is a seasoned artist, designer, and manager with over a decade of experience in game design and development. Since his start in 2001, he has played an active role in project management, creative direction, art direction, character art, outsourcing management, concept art, UX, marketing and branding, level design, and environment art. He is a long-time CCG player, and in the last several years has directed that passion toward the design of new card games, both paper and digital. Labyrinth is his latest creation.
Free Range Games - We are a 25-person studio of dedicated, passionate, and seasoned creators with a commitment to the craft of making games. With decades of experience as a development team, Free Range brings a deep breadth of knowledge and experience in game development. In the last four years, Free Range Games has become one of the premier independent studios using Unity to solve the challenges of a changing landscape in our industry. In this time, we have delivered numerous titles on iOS, Android, browser-based PC, and standalone PC through digital portals such as Steam.
Massive Black and Supergenius - renowned art studios Massive Black and Supergenius are bringing the world of Labyrinth to life with their creativity and high-quality 2D & 3D art.
Industry Supporters - We couldn’t have made it this far without the help of industry giants like ex-Riot Games and En Masse exec, Samuel Kim; development head of Tony Hawk's Pro Skater, Scott Pease; creators of Guitar Hero, Kai & Charles Huang; and others. We appreciate your support and continual guidance.
Risks and challenges
Every game development project comes with its own set of unexpected challenges. Labyrinth is currently in a pre-alpha state. This means that we have proven the core concepts through paper design and playtesting, and we have translated the fundamentals to a digital form. However, many large features have yet to be implemented. In the process of doing so, inevitably we will encounter areas where the paper design isn't the best fit. On the flip side, we will also find new ideas worth exploring that make the game stronger as a whole.
All of these considerations mean that it is a challenge to lock down future realities like release dates. At times, it can be like steering a rocket from a saddle on its back. The primary objective is always to create the best and most polished experience possible, while staying true to a vision for the game and a well-reasoned schedule. Having said that, we are a tight team of dedicated and experienced creators, and these kinds of challenges are part of the reason why we got into the field in the first place.
A game like Labyrinth requires much more financing than we are asking for in order to fund the entire development. We have already spent a year and a half of our own time, effort, and profits (from making other games) on developing Labyrinth, getting all the way to it’s current pre-alpha state. The goal amount we are asking for in the Kickstarter will allow us to release the basic game as we have outlined above. Any stretch goals we reach will allow us to add more content, game modes, and features.Learn about accountability on Kickstarter
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