Goblin Maze — Press Kit
Everything press, streamers, and content creators need to cover this game.
About
A first-person inventory roguelike about stealing too much, surviving the maze, and escaping with the bag
Full description

Browser demo available now
Steal the loot. Build the bag. Escape before greed gets you killed.
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.
Run-Based Dungeon Crawling
Short expeditions through first-person maze routes where every door, trap, and enemy changes the value of your bag.
Inventory Is Your Build
Cards, items, relics, keys, weapons, and treasure all compete for space. A strong run is built by what you keep.
Cards, Combos, And Risk
Use cards in combat, connect tags for synergies, and turn awkward loot into a plan before the maze punishes you.
Escape Or Push Deeper
The return mark is not the end. It is a decision: leave with enough, or gamble one more room for a better score.
What You Do In A Run
- Choose a dungeon route.
- Move through the maze from a first-person view.
- Fight enemies with cards, weapons, items, and defensive timing.
- Open loot rooms, survive traps, and manage locked paths.
- Fit cards, relics, potions, keys, gold, and gear into your bag.
- Find a return mark.
- Escape and settle your loot, or keep stealing and risk losing the entire bag.
The Bag Matters
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.
- Fire cards can turn oil, ember, and burst tools into faster kills.
- Poison can weaken enemies before they trade damage back.
- Bone gear supports defensive mine routes.
- Smoke and shadow tools help evasive, timing-based runs.
- Rune relics improve card cycling and explosive turns.
- Gold and tax items create high-value settlement runs with higher risk.
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.
Demo Dungeon Routes
Rat Den
A damp first expedition with fast loot, low trap pressure, and early combat lessons.
Skeleton Mine
A darker mine route with bone gear, armor pressure, mine hazards, and heavier defensive choices.
Looter Corridor
A greedier route with thieves, smoke tools, stolen coins, and enemies that can take from you before you escape.
Rune Prison
A deeper route about cooldown pressure, arcane relics, card timing, and dangerous burst windows.
Collector's Vault
The richest demo route, built around tax traps, vault guards, settlement value, and high-risk scoring.
Current Demo Content
- 25 cards
- 64 items
- 33 enemies
- 5 dungeons
- 18 quests
- Local records and stash progression
This demo tests the real game loop: exploration, combat, loot decisions, inventory pressure, escape timing, settlement, records, and continue-run recovery.
Controls
Keyboard
- W / Arrow Up - Move forward
- S / Arrow Down - Step back
- A / Arrow Left - Turn left
- D / Arrow Right - Turn right
- R - Rotate inventory item when available
Mouse
- Click buttons, cards, and combat actions
- Drag items in the inventory
- Choose loot and manage settlement choices
Desktop browser, keyboard, mouse, fullscreen mode, and a 1280x720 or larger viewport are recommended. Mobile is not the target for this demo yet.
Saving And Continuing
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.
Planned For The Full PC Version
- Simple but polished sound effects
- Desktop packaging
- More room events and dungeon variants
- Boss and mini-boss encounters
- Additional cards, items, enemies, and route modifiers
- More balance tuning after public feedback
- Stronger onboarding for new players
Feedback I Am Looking For
- Did you understand when it was smart to escape?
- Did the inventory feel like a meaningful build system?
- Which dungeon route felt too easy, too punishing, or too slow?
- Were any card or item effects hard to read?
- Did the game feel better as a short browser demo or as something you would want as a full PC release?
If something breaks, feels unclear, or creates a run you want to talk about, that feedback is useful.
Screenshots (1)
Right-click or long-press to save individual images.
Branding
Capsule image

