Alpha

Changelog: October 2026

Everything that changed in October 2026, newest first, grouped by day.

← Back to the latest changes

  • Improved

    Rankings leave out games an administrator edited

    The Hall of Fame, challenge standings and badges no longer count a game whose state an administrator changed by hand, and the public list says which games those are.

  • Improved

    Two tabs can no longer overwrite each other's progress

    If you play the same game in two tabs or on two devices, the older one now stops saving and asks you to reload, instead of overwriting newer progress.

  • Content

    New game: Crypt of Night (gothic undead)

    A haunted castle played by Citadel of Blood's rules, with an all-new undead roster: twenty monsters from Zombies and Ghouls to the Sovereign of Night, new heroes and classes, crypt rooms, traps, relics and rites. Pick it on the new-game screen.

  • New

    A town you can walk through

    Between adventures the party now stands in a town built from maze blocks: a square, a street to the maze entrance, houses and a park. Walk to the shop, temple, blacksmith or guild house and press its button to use it, and step into any house to hear what the neighbours are up to.

  • Content

    Magic shields (mod)

    A shield takes a weapon slot and never attacks. In the front rank it has a 50% chance to block half its bonus (rounded down) off a monster's weapon hit: a +7 shield stops 3 wounds. They turn up in place of magic weapons, in a mod you can switch on when you start a game.

  • Improved

    Gear effects are listed in a steady order

    On an item's description, the effects of your gear always appear as armour, rings, talismans, then medallions.

  • Improved

    Spells mod: pictures for the spells, and Cleanse

    The ten mod spells now have their own pictures. Cleanse lifts Dexterity penalties, such as Kronk's stench or a bad altar, and can be cast in a fight as well as outside one.

  • Improved

    Unknown potions are tried by whoever gets them

    A flask nobody can identify is drunk by the character who receives it, and the pop-up then tells you what it was and what it did. Potions recognised on pickup open the same pop-up, and the pop-up for talismans, medallions and rings now lists what they did.

  • Improved

    The shop opens as a window with your equipment beside it

    The shop now opens over the character sheet, with the buyer's equipment next to the stock. You can also sell from the Equipment tab, in town and on a Town Portal visit. Goods cost three times as much as before.

  • New

    Quest board in town (house rule)

    Take one quest at a time from the town board: slay a number of a monster, recover a relic from a monster's spoils or a new room, or discover new rooms or a new kind of find, on a given level or any. Hand it in for experience and gold, and a magic item for the hardest ones.

  • Fixed

    A hero freed from the evil side keeps a place in the front

    A character released from possession now rejoins the first row with room, or a new row, instead of being sent to the back after the fight.

  • Fixed

    Shared saves show names, not raw codes

    Public saves now name Deathmaze classes, mod spells and spices instead of printing their internal keys.

  • Fixed

    Refreshing mid-encounter keeps the same monsters

    The game now saves when a room or corridor encounter starts, so a refresh resumes facing the same monsters instead of rolling a new encounter.

  • Improved

    The Town Portal is a full visit to town

    Through the portal the party heals, the fallen can be raised at the temple, characters level up and recruits can be hired, and the shop, smith and purse are all there. It can be used once per adventure, and the party steps back onto the tile it left.

  • Fixed

    Blacksmith and spare weapons fixes

    Spare weapons that fit no hand are now dealt out with the other loot instead of being lost to auto loot. The blacksmith never merges plain weapons or armour without a bonus, and his texts say "magic weapons".

  • Fixed

    Town purchases are saved as you go

    The game saves after each action in town (a purchase, a sale, an upgrade, a recruit), so a game resumed mid-visit keeps the upgrades already bought.

  • Improved

    Potions of the same kind merge into one stack

    When you pick up, buy or hand over a potion you already carry, the doses add up.

  • Content

    Ten new spells (mod), with Town Portal

    Town Portal takes the party to town and back to the same spot, Wave of Force hits the whole first rank, and Slow, Mass Healing, Rally, Identify, Silence, Lay on Hands, Frenzy and Mirror Image join them. The Mods page lists them.

  • Improved

    The Evil Hero shows the sword bonus rolled

    A card reads “DEX 4 +2 sword” (the total on a phone) instead of “+1D6 sword”.

  • Improved

    When a hero turns on the party, everything else closes

    The evil talisman, the statue of the Nameless and a Vampire’s charm close every open screen and play the fight by hand, and a character who resists the evil talisman throws it away at once.

  • Improved

    A pop-up when you pick up something unidentified

    A potion, talisman, medallion or ring you cannot identify yet is shown with its picture, name and who gets it, for about two seconds or until you close it.

  • Improved

    Stairs show which way they lead

    Gold arrows mark stairs that go up, down, or both.

  • New

    House rule: Bigger blows

    The combat table keeps growing past a total of 17, one more wound for every 3 points, so skilled heroes with magic weapons (and strong monsters) can hit for more than 5.

  • Improved

    Simpler party and monster cards on phones

    Cards show just the current Strength on the left and current Dexterity on the right, and a monster shows only its active weapon as an icon over the portrait, like the party.

  • Fixed

    Monsters with claws show a claw, not a sickle

  • Fixed

    “New game” at the end of an adventure works again

    It now leads to the set-up screen instead of doing nothing.

  • Improved

    A better try-it demo

    The demo lasts fifty actions, has a restart button and a way home in the game header, and no longer shows a blank page.

  • Improved

    The English site speaks Citadel of Blood throughout

    Game text, hero names, the room and combat tables and dice (1D6) follow the Citadel of Blood booklet; an English Labirynt Śmierci game keeps its own terms, and old monster and item links lead to the new names.

  • New

    House rule: Deeper, deadlier

    With infinite levels, monsters and treasure keep getting stronger the deeper you go, instead of stopping at the third level’s strength.

  • New

    A page about the mods

    Lists the optional mods you can switch on when you start a game, and the House Rules page now begins with what a house rule is.

  • Improved

    Finished games have their own page

    The dashboard keeps your games in progress; won and failed games moved to a Finished games page.

  • Improved

    Clearer challenge pages and addresses

    Challenges show how many attempts failed or are still going beside those who reached the goal, goals name the gate of the game (Black Gate or Hellgate), and each challenge has a readable address.

  • Improved

    Challenge games on the dashboard link to their challenge

  • New

    Challenges can limit the size of the party

    A challenge can say how many characters you may take; the set-up and recruiting stop at that number.

  • Improved

    Crystal Cave has forks, crossroads and caverns

    Level 0 used to be a single winding corridor; it now branches and has dead ends.

  • New

    House rule: a blacksmith in town, and spare weapons

    Merge your own magic armours or sun talismans into one stronger piece, and carry spare weapons to sell, merge or swap in.

  • New

    House rule: a temple in town

    Pay gold to raise a fallen character or to free one turned to stone.

  • New

    House rule: a shop in town

    Sell weapons, armour and magic items for a few coins, or buy from a random stock of twelve items that changes every adventure.

  • Content

    Cave monsters: eight new foes (mod)

    Giant Rat, Ghoul, Giant Scorpion, Mimic, Treant, Cave Bear, Basilisk and Young Dragon, each with a portrait, appear now and then among the usual monsters.

  • Content

    Three new healing potions (mod)

    Light healing, Greater healing and Life potions can turn up in place of an ordinary potion, in a mod you can switch on when you start a game.

  • Improved

    Clearer challenges on the Challenges page

    Each challenge is a card with its goal, how it is ranked, its game, when it starts or ends, how many players reached the goal and, once it is over, the winner.

  • Improved

    Replays are paused for now

    Replays are switched off while we work out a better way to keep a game’s history. Your saves are not affected.

  • New

    A page for credits and copyright

    The credits of the three games are in one place, and the other pages link to it.

  • Improved

    Cover art on the Rules page

    Each game’s card shows its box cover.

  • Improved

    A tidier saves list on the dashboard

    Resume is the one button on each save and the rest sit in a menu, which leaves room for the data. Your best run fits on one row, and the public Games page always shows each game’s ruleset.

  • Fixed

    Fixed being logged out right after logging in

    Some visitors were sent back to the login page when they clicked Admin or Play now just after signing in.

  • Fixed

    Deathmaze: entrance, party purse and win test

    The maze entrance is marked, the party purse shows on the character sheet, Healing and Strength potions and spices work in a fight, and the win test counts only what the party gained on this expedition.

  • New

    Deathmaze Advanced is playable

    Wizards with twelve spells, rings, Evil Wizards, monsters with special powers, ability points and a town between expeditions, with survivors who can go in again, stronger.

  • New

    Rulebook pages for every game

    Labirynt Śmierci, Citadel of Blood and Deathmaze each have a contents page, a page for every chapter and, for the two booklets, their charts. The Rules page now helps you pick a game.

  • Improved

    The way into the game stays in the top bar on every device

  • Improved

    Hall of Fame shows one game at a time

    Pick the game from a dropdown to see its best runs.

  • Improved

    Temporary Dexterity changes show on the party cards

    Buffs show in green and debuffs in red on the portrait, and the character sheet shows in-fight Dexterity, Magic Shield and the double attack. In Citadel of Blood and Deathmaze, Dexterity is called the Combat Bonus.

  • Improved

    Infinite levels: one level per depth

    Each depth of the infinite maze is now its own level, and stairs join neighbouring levels at the same spot. Saves made under the old model are relinked.

  • Improved

    A card for each game on the new-adventure screen

    Each card says how the game is won, together and alone, and has its own Play and Customise buttons. Deathmaze Advanced is a Play Advanced button on the Deathmaze card.

  • New

    Deathmaze: the 1979 original is playable

    Make a party of Heroes and Thieves, lay out the maze from the 116 room and corridor chits, fight, use the six spices, a fountain, a statue and trap doors, and walk out with a shared purse.

  • Improved

    A new look: gunmetal steel with a brass accent

    The game screen, the site and the share images share one steel palette, with red kept for monsters and danger.

  • Content

    Citadel of Blood heroes use the booklet’s spelling

    Hero names such as Almuric, Alric and Paladin Glade now follow the original booklet.

  • Improved

    A reworked fight screen

    On a wide screen the combat ribbon, monsters and party share the main column with the map, prompt and log beside it. On a phone, tapping a hero opens a menu of what they can do. Only the front rank of monsters shows as cards, monster cards match the party cards, and rule links and resistances are one tap away.

  • Improved

    Spells now have pictures

    Twenty-six spell icons appear in the spellbook, the character card, spell prompts and casting messages.

  • Improved

    A redesigned home page

    The home page leads with the faithful rules, has clearer buttons, a band of real game art showing how a delve plays out, and works better on phones, with larger touch targets and better contrast.

  • Improved

    Citadel of Blood is now the main game on the English site

    The English site now leads with Citadel of Blood and treats Labirynt Śmierci as the other book; the Polish site is unchanged.

  • Improved

    A page for your badges, with how many players earned each

    Badges now have a page of their own showing which you have earned, which are still ahead, and the share of players who earned each.

  • Fixed

    Fixed stairs in the infinite maze

    The stairs you arrive by now lead only back up, so you can no longer walk down to any depth from them.

  • Improved

    Exploration shown as levels and segments

    Your saves and best run now say how many levels you have explored and how many segments in all, instead of a count for each level.

  • New

    Badges for what you achieve in your games

    Explore the maze, destroy the Black Gate, bring home treasure or do well in a challenge and a badge pops up as you play. The new Achievements page lists every badge, what each one you haven't earned yet asks for, and how many players have it. A few are secret, so you only see their names. Your own badges are private to you.

  • Improved

    More challenge goals and ways to rank

    A challenge can now ask you to destroy the Black Gate without losing a hero, leave the maze alive, reach a given depth or come through several adventures, and rank players by steps, damage taken or maze blocks visited.

  • New

    Challenges: timed contests with a public leaderboard

    Pick a running challenge on the new-game screen: its rules, house rules and mods are fixed for everyone, and the standings and the winner are public on the Challenges page.

  • Fixed

    Fixed the unreadable spells and items menu

    The list that opens from a character's spells and items button had dark text on a dark background. It now reads clearly, with the reason shown under anything that can't be used right now.

  • Improved

    Unidentified finds stay a mystery until picked up

    Potions, talismans, medallions and rings on the ground now show only what they are, not which kind, until someone picks them up. A Recognition medallion identifies potions. Armour, weapons and valuables are always plain to see.

  • New

    Auto loot, and a new Auto menu

    Finds are dealt out to the party as soon as they are found. A poison potion the party can recognise is left behind, and weapons the party already has better are destroyed. Auto-rolls, auto-combat and auto-loot now sit together in an Auto menu next to the cog.

  • Improved

    Valuables shown as one total

    On the Equipment tab a character's valuables now show as one total value instead of one tile each.

  • New

    Destroy things lying on the ground

    Select a find in the ground panel and destroy it for good. A second click confirms.

  • Improved

    Credits name the owner of the original books

    The credits and the history pages now name Decision Games as the copyright owner of Citadel of Blood and Deathmaze.

  • Improved

    Continue a saved game from the home page

    Signed-in players now get a Continue a saved game button next to Start a new game.

  • New

    A Lowest level reached list

    The home page and the Hall of Fame now also rank public games by the deepest maze level reached.

  • New

    Install the site from a prompt on your phone

    On a phone, a small prompt offers to add Death Maze to your home screen, once you have made your cookie choice. Say "Don't show again" and it stays away.

  • New

    Install the site and read the rules offline

    Add Death Maze to your phone's home screen. The rules, tables, heroes, monsters, spells and items stay readable without a connection; playing still needs one.

  • Improved

    Pick the map level from a dropdown

    The row of level buttons above the map is now a dropdown, which stays tidy with many levels.

  • Fixed

    The spellbook describes Wrath of God correctly

    It now says the spell works only in combat and only from the second rank, instead of a vague "cast when the situation arises".

  • Improved

    Finds that were silent now tell you what happened

    Unrecognised paintings, poisoned fountains, toppling bookshelves, the magic bed, declined desks, tapestries and crystal balls, Medusa, and failed altar tests each get a line in the log.

  • Fixed

    Loot suggestions no longer put everyone in the front rank

    Suggestions for armour, medallions and rings only mention the front rank for a character who actually stands there.

  • Fixed

    The party panel no longer jumps sideways in a fight

    A scrollbar used to appear and push the character cards sideways. It stays hidden now, and the panel still scrolls by wheel, touch and keys.

  • Improved

    Upgrade characters right on the Stats tab

    In town, Upgrade character opens the Stats tab. Next to each stat you can raise there is a + with its price in XP and gold, greyed out with the reason when you can't afford it.

  • Improved

    One spells-and-items button on every portrait

    Spells and items now open from a single button on each character's portrait, in and out of a fight. In a fight it lists the combat options; outside one it lists what the character can do, with the full sheet at the end.

  • New

    Auto combat: let the party fight its own attack phase

    A switch in the Auto menu in the top bar, next to auto-rolls and auto-loot. Everyone strikes with the weapon they have ready, or skips their turn if it cannot be used from where they stand, and sleeping monsters are left alone. Your characters never cast spells, monsters you have charmed fight for you, and swaps, potions and buffs stay in your hands.

  • Fixed

    Infinite levels are named and counted by depth

    With the infinite levels rule the map offered too few levels, the dashboard under-counted explored segments, and the stairs messages named a different level than the button. All now agree.

  • Improved

    Choosing heroes now shows cards

    Each hero on offer is a card with a portrait on the left and stats and equipment on the right.

  • Improved

    The changelog shows two days, with older entries by month

    The changelog lists the newest two days; older entries have a page for each month, linked at the bottom.

  • Improved

    Map markers no longer pulse

    The markers for loot and unsearched finds stay still instead of blinking at you.

  • Improved

    Fallen heroes are laid to rest where they fell

    Without the Heroes' Graveyard rule, a character still dead after a fight is no longer carried along. The party shares their gold, the rest of their belongings wait in a pile on the tile, and a skull marks the spot.

  • Fixed

    The Black Gate guardians now drop treasure

    Beating the Nameless One and his demons used to leave the party empty-handed. They now carry treasure like any other monster, shared out once the fight is won.

  • Fixed

    The last dice roll no longer stays on screen all adventure

    After the healing-spell limit roll at the start of an adventure, its line stayed up until the next roll. It now disappears as soon as you make your first move.

  • Improved

    Switch mods on or off in the middle of an adventure

    The Plugins screen now works during an adventure, outside combat. Switching a mod off stops anything new from it turning up; tiles, monsters and heroes already in your adventure stay.

  • Improved

    Citadel of Blood is now played in full

    The last three rules are in: when no segment fits the closest one is placed with its mismatched sides walled off, traps are searched for only when first entering a room, and each new adventure asks whether to keep the explored maze. The Not played yet list is gone.

  • Improved

    Changed site logo

  • Fixed

    Back to sign-in when your session expires

    If your session has expired, the game now sends you to the sign-in page.

  • Improved

    A lighter autosave

    Autosave sends a smaller, compressed update, which helps on slow connections.

  • Improved

    Fight choices in the party panel

    End attack phase, Back and Next combat round sit beside Rearrange in the party panel instead of a prompt in the main window, and the encounter menu lists Fight first with a rulebook hint.

  • Improved

    Clearer weapon hands and weapon switching

    The declared weapon always comes first and has no ring, switching weapons asks twice, and the hand frames show quality with no glow on the attacking hand.

  • Improved

    New gear icons, coloured by magic bonus

    Weapons, armour and loot use new illustrated icons. Magic gear is framed green for +1, blue for +2, purple for +3 and orange for +4 and up, plain gear is grey, and gear of the same kind adds up into one line.

  • Improved

    A tidier set-up screen

    Labirynt Śmierci is described by its origin, and the continue list shows only your two latest adventures.

  • Improved

    Random names for demo apprentices

    Each apprentice in the demo gets a random name from a list of 20 per race.

  • Improved

    The upgrade screen lists only characters who can upgrade

    Characters without enough experience for an upgrade no longer clutter the list.

  • Improved

    A redesigned character sheet

    The sheet has Equipment, Spellbook and Stats tabs and opens on Equipment, with five backpack tiles per row and an item or weapon description that stays at the top. Weapons are shown only in fights, and Done in the loot list closes the sheet.

  • Improved

    Empty slots are as large as occupied ones

    Empty party and monster slots are as big as the occupied ones, and empty ranks beyond the second are hidden unless you are rearranging.

  • Improved

    Pick a random orientation for a new segment

    When you place a new segment, any key press picks a random orientation.

  • Improved

    The game log shows the newest entries on top

    New log entries appear at the top, and messages now say what they give: spells from altars, bookshelves and manuscripts, Lightning's cost, and upgrades.

  • Improved

    Clearer save buttons on the dashboard

    Save actions are real buttons, full width on mobile, and each save shows which rulebook it uses under its title.

  • New

    Loot left on the ground is marked on the map

    Tiles where loot was left behind are marked, so you can find it again.

  • Improved

    A slimmer game screen on phones

    The phone game screen drops the header title and chips, the map footer and the compass letters, uses icon buttons, and the character sheet now fits the visible screen.

  • Improved

    Move with WASD as well as the arrow keys

    WASD moves the party like the arrow keys, and the movement arrows are centred on phones.

  • Improved

    Quieter game messages

    Pop-up messages appear only while you explore the maze, not in fights or town, and routine ones such as the party moving or a new segment stay in the log.

  • New

    Faces for the monsters

    Monsters now have illustrated faces, including Bezimienny, the Warlock and the Stone Golem mod's monster, and cards without hands let the portrait fill the card.

  • Improved

    No more End the game in the town menu

    The End the game option is gone from the town menu, so it can no longer be chosen by accident.

  • Improved

    A larger party token on the map

    The party token is drawn larger, at 60% of the tile.

  • New

    Separate English and Polish editions of the site

    The site now comes as a fully English edition and a fully Polish one, each with its own page addresses, search and sharing details, cookie banner, error pages and social preview image.

  • Fixed

    Tidier prompts during combat

    A character sheet is closed when a combat prompt needs the screen, and an option's hint now sits on its own line.

  • New

    Illustrated portraits for heroes and apprentices

    The 23 premade heroes have illustrated portraits, you can pick any of 277 faces for a new apprentice, and the hero list and demo party show them too.

  • Fixed

    A weapon your rank cannot use can no longer cost you the attack

    The switch-weapon action is disabled for a weapon the character cannot use from their rank, so a misclick no longer spends the attack.

  • Improved

    Dashboard link in the top bar when signed in

    The top bar shows Dashboard instead of the demo link once you are signed in.

  • Improved

    Public pages share one content width

    Every public page now uses the same content width as the home page.

  • New

    The history of the game, and Citadel of Blood compared

    New pages tell the story from Deathmaze through Citadel of Blood to Labirynt Śmierci with credits, describe how Citadel of Blood is played here, and compare every rule difference. Hero, monster, spell and item pages and the rulebook chapters note where Citadel of Blood differs.

  • New

    Play Citadel of Blood as well

    Choose Citadel of Blood, the 1980 game Labirynt Śmierci was made from, on the new-game screen. Its combat, town and encounter rules are played as that book has them, with its own names in English, and saved games show which rulebook they use.

  • Improved

    Stronger security protections for the site

    Pages now tell your browser to apply stricter safeguards when loading content. The thin loading bar at the top of the screen when moving between pages was redrawn to fit.

  • Fixed

    Fixed the tables page on phones

    The tables page now fits a phone screen.

  • Improved

    Every page has a title that describes it

    Page titles and descriptions now say what the page is about, and the home page is titled Play the Classic Board Game Online.

  • Improved

    A roomier demo that leads into the full game

    The demo's map is larger with bigger tiles, everyone in the demo party is armed for their rank, and after signing up from the demo you carry on with the same party.

  • New

    A changelog

    This page: what is new, improved and fixed, newest first, while the game is in alpha.

  • Improved

    A friendlier page-not-found

    A light, translated 404 page that points you back into the maze.

  • New

    Try the game without an account

    A short taster of the real game: a quick run through the maze with a random party, no sign-up needed. A banner invites you to play the full game.

  • Improved

    Clearer wording across the site

    Public copy was reviewed for accuracy, English text uses British spellings, Death Maze is described as a solo game and the home page names the original board game.

  • Improved

    Fewer untranslated words in the game

    Directions, races, monster names, spell hints, dice rolls and the sign-in pages now appear in your language.

  • New

    Cookie choices

    A consent banner lets you choose which cookies to allow, and leaderboards now count only public games.

  • Improved

    Faster public pages

    Public pages load faster: they no longer download game code they do not need, and analytics and the cookie banner wait until the page is idle.

  • Improved

    A tidier menu

    The top menu is grouped into Play, Learn and Explore, and dropdowns close when you click away, press Escape or open another.

  • New

    A Hall of Fame page

    The most-picked heroes, deepest delves and richest hoards across every public game, with the top ten in each list.

  • Fixed

    Fixed an error on the item, hero and monster pages

    A short-lived error that broke several reference pages has been fixed.

  • Content

    Spell and magic item pages

    Browse every spell and each kind of magic item on its own page.

  • Fixed

    Medusa's gaze rolls once per fight

    The gaze is now rolled once at the start of the fight instead of repeatedly.

  • Content

    Hero and monster guides

    Every hero and monster has its own page, with a section on how the game plays them.

  • Improved

    Continue an adventure from the new-game screen

    If you already have an adventure in progress, the new-game screen offers to continue it.

  • Improved

    A new combat screen

    Monsters appear as cards above your party. Click a weapon on a character card, then a monster, to attack, and cast spells from a popover. The attack phase can be run in any order, and it works on phones and tablets.

  • Improved

    A proper preview when you share a link

    Links to the site now show a preview image on social networks and in messaging apps.

  • Improved

    A new party screen with character sheets

    Numbered party cards show ranks and weapon states and can be rearranged by click, drag or keyboard. Each character has a sheet with Stats, Equipment and Spellbook tabs, and the log now sits under the prompt.

  • New

    Loot suggestions and shared gold

    The game suggests who each find suits best, shares gold out automatically and leaves the rest of a hoard on the ground.

  • New

    Rank rules and back-rank casters

    Combat now honours front and back ranks, and a new house rule lets spellcasters stay in the back rank.

  • Improved

    Choose how to play before a new adventure

    New adventures ask how you want to play and start with every mod and house rule switched off.

  • Content

    The first mods

    A Stone Golem monster, a halfling race with a short-rest house rule, a new kind of find and a Crystal Cave tile deck show what mods can do.

  • New

    Mods

    Adventures can now be set up with optional mods that add monsters, races, tiles and finds. You choose them on the Plugins screen when you set up an adventure.

  • New

    The rulebook and tables are public

    Anyone can read the rules and tables without an account, split into one page per chapter.

  • Improved

    Finished adventures are frozen

    Once an adventure has ended, its save is kept as it was.

  • New

    About, FAQ and legal pages

    A footer links to About, FAQ, Privacy, Terms and Contact pages, and the contact page has a form.

  • Improved

    Rules and tables in a settings menu

    Rules, tables, house rules and the log moved into a settings menu, the game log has its own button and the log window closes properly.

  • New

    Watch games live

    Players can stream an adventure from the game header, and anyone can watch it, including combat and the log, from the Live Games page.

  • New

    House rules

    An optional house rule makes maze levels endless. House rules are locked once an adventure starts, and a public House Rules page explains them.

Install Death Maze

Add it to your home screen to open it like an app, and read the rules, heroes, monsters, spells and items without a connection.