

A first-person inventory roguelike about stealing too much, surviving the maze, and escaping with the bag
A first-person inventory roguelike about stealing too much, surviving the maze, and escaping with the bag

Browser demo available now
Goblin Maze is a dark pixel dungeon roguelike about pushing one room deeper than you should. Enter the maze, fight for cursed treasure, arrange cards and relics inside a limited bag, then decide whether to escape safely or risk everything for a better run.
This is the public web demo of the core game loop. It is built for desktop browser play with keyboard and mouse.
Short expeditions through first-person maze routes where every door, trap, and enemy changes the value of your bag.
Cards, items, relics, keys, weapons, and treasure all compete for space. A strong run is built by what you keep.
Use cards in combat, connect tags for synergies, and turn awkward loot into a plan before the maze punishes you.
The return mark is not the end. It is a decision: leave with enough, or gamble one more room for a better score.
Your inventory is not just storage. It is the build system. Every item takes physical space, and every slot you fill changes what kind of run you are playing.
The question is not only whether an item is good. The real question is whether it belongs in the bag you are building right now.
A damp first expedition with fast loot, low trap pressure, and early combat lessons.
A darker mine route with bone gear, armor pressure, mine hazards, and heavier defensive choices.
A greedier route with thieves, smoke tools, stolen coins, and enemies that can take from you before you escape.
A deeper route about cooldown pressure, arcane relics, card timing, and dangerous burst windows.
The richest demo route, built around tax traps, vault guards, settlement value, and high-risk scoring.
This demo tests the real game loop: exploration, combat, loot decisions, inventory pressure, escape timing, settlement, records, and continue-run recovery.
Desktop browser, keyboard, mouse, fullscreen mode, and a 1280x720 or larger viewport are recommended. Mobile is not the target for this demo yet.
The web demo saves locally in your browser. You can refresh during an active run and continue if the run is still valid. Finished runs, escaped runs, and death states are not kept as active continue slots. Records and stash progress are stored locally on your device.
If something breaks, feels unclear, or creates a run you want to talk about, that feedback is useful.
Trailer

Screenshots (1)

Official links
Short player impressions for this game.
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