
The city of Pherae is in decline. It was once rich, but has been overshadowed by the Labyrinth Kingdoms and their Minotaur king.
Every year, brave adventurers venture forth to solve the mysteries of the labyrinths in order to return with treasure to save their dying city, but none ever return. This loss of healthy, skilled people only serves to accelerate the decline.
Can you succeed where others have failed? Test your mettle against the mazes and discover the secrets and riches that lie within!
Navigating the Labyrinth is a classic first-person party-based dungeon crawler RPG with grid-based movement and turn-based combat. It is a standalone sequel to Into The Labyrinth and Crossing The Sands and you do not need to play the previous games to enjoy this one completely.
https://store.steampowered.com/app/2462840/Into_The_Inferno/ https://store.steampowered.com/app/2505100/Crossing_The_Sands/
Every year, brave adventurers venture forth to solve the mysteries of the labyrinths in order to return with treasure to save their dying city, but none ever return. This loss of healthy, skilled people only serves to accelerate the decline.
Can you succeed where others have failed? Test your mettle against the mazes and discover the secrets and riches that lie within!
Navigating the Labyrinth is a classic first-person party-based dungeon crawler RPG with grid-based movement and turn-based combat. It is a standalone sequel to Into The Labyrinth and Crossing The Sands and you do not need to play the previous games to enjoy this one completely.
https://store.steampowered.com/app/2462840/Into_The_Inferno/ https://store.steampowered.com/app/2505100/Crossing_The_Sands/
Major Update - Many New Features
This update brings in a bunch of new features that were developed for Toward The Ice. Many of them are things players had asked for in the discussion area.\n\nHere\'s what\'s new in this release:\n\n
- \n
- Added the ability to have a roster of \"extra\" characters. You can have up to 25 characters total with 6 in the party and up to 19 \"extra\". These extra characters will stay at an inn when not in the adventuring party, and new characters can be created at the inn. You can also delete a character. Deletion is not permanent until you save the game. I plan to add a confirmation prompt to the deletion process at some point, but there isn\'t one now, so be careful.\n
- The option of using a pregenerated adventuring party. If you don\'t feel like going through the process of character creation and just want to get into the game quickly, you can start with a pregenerated party. You can always create more customized characters at the inn later and leave the pregenerated characters at the inn via the character roster.\n
- A bestiary where you can view info about monsters you\'ve encountered. The more of a monster you kill, the more info is revealed.\n
- Resting in the wilderness to regain hitpoints and mana. It will require that the party be in an outdoors zone (somewhere they can camp) and have enough food in their inventory to feed everyone. While resting, there is the danger of being attacked by wandering monsters, and some or all of the party will begin combat asleep. It may be worth noting that areas can have different random encounter chances (and always could in all of the previous games). I may adjust the amount recovered, but currently the group will recover 6% of their mana and hitpoints per hour of rest, which means two rests will be required for a full recovery. Resting is entirely optional and you can always pay to recharge hitpoints and mana at healers and mana rechargers.\n
- Adding notes to the map. When you discover something like buried treasure but don\'t have a shovel, you can add a note to the map to remind you that it\'s there so you can find it later. Notes are visible as the letter \"N\" on the map and are stored with your game save data. You can also view all of the notes from a window that can be opened from the overview map and they will be displayed as a pop-up message when you enter the location that contains them. Right now there is just basic note adding and I plan to improve the user interface so you can edit and remove notes.\n
- A new spellcasting screen in combat. Instead of bringing up the full-screen spellcasting window in combat, which is a little jarring/disrupting, there is a smaller overlay interface within the context of combat for choosing which spell to cast. Spells now have icons that will be shown on this screen.\n
- Added footstep sounds. These can be turned on or off via the settings menu.\n
- Counterattacking. When dodging or blocking, all characters will have a chance, based on combat skill and level, to swing back at the enemy. Warrior-type classes will also have a very small chance to do this during normal combat when not actively blocking or dodging. You should not expect to counterattack with low-level characters.\n
- Better resistance bonuses on items that have them. They\'ve been doubled.\n
- You can now drag-and-drop items on the character sheet to equip or unequip them.\n
- Now shows an indicator over a monster when it is hit by a player in combat, just like is shown when players are hit.\n
- Some improvements to some spell sound effects.\n
- Added translations for the feedback form so it\'s easier to send feedback in every supported game language.\n
- Added a loading progress bar when entering the main game. It sits at 90% for a bit and that\'s just the nature of how the zones load in Unity.\n
- Game manuals have been updated.\n
- Some translation improvements.\n
[ 2025-12-11 16:02:07 CET ] [Original Post]
Minimum Setup
- Processor: First-generation Intel i3 or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 950M
- Storage: 2500 MB available space
Recommended Setup
- Processor: Recent Intel i5 or equivalentMemory: 8 GB RAM
- Graphics: GeForce GTX 1650 or better
- Storage: 2500 MB available space
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