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Inside The Silver Labyrinth: Three Seals, One Way Out

A first-person maze crawler with turn-based fights: pick one of four Lester classes, find three seals, and get out before Lazarus the thief finds you. Here are the classes, the sixty skill ranks, the residents, the bosses and how the art was built.

The four Lester classes in a torchlit hall of arches and banners: the Silverguard with sword and shield, the Runesage with a staff, the Chainwarden in ritual gauntlets and the Veil Ranger with a bow
6 games One ArcadeGuides Arcade journal16 min readPlay free

The Silver Labyrinth is a first-person maze crawler. You walk a stone maze one cell at a time, fight in turns, grow a Lester class as you go and look for three seals. Hold all three and the way out opens. Somewhere in the maze, on some runs, a thief is looking for you.

  • 4Lester classes, all open from the first run
  • 60Skill ranks: six tracks of ten
  • 3Seals, each with a way to win it without a boss fight
  • 14Residents who trade, talk and bargain

It launches in Free Mode in Beta 2.18.0: no wallet, no sign-up, and your runs stay on your device. Ranked is coming later, on the LitVM testnet like every other cabinet, and isn’t open yet.

Lester the Silverguard, in silver plate with a round shield, holds his sword low in a dark stone corridor as a shaft of cold light falls on a staircase behind him
Lester the Silverguard. Every class is Lester, kitted out for a different way in.

The story

The labyrinth was dug to keep a second metal honest. Gold was for keeping; silver was struck to move from hand to hand. To guard it, the first keepers built the Lit Engine, a rune machine that keeps the count of every silver lite and keeps an oath exactly, proven without showing every working. And they built the maze so that no single keeper could own its exit: three seals must agree before the way out opens.

Keepers who tried to hold it alone were swallowed by it. Now its custodians are trapped behind their own safeguards, and Lester goes down to carry the silver out.

If you know Litecoin, you’ll hear it in the walls. The count stops at eighty-four. The Bell of Blocks tolls every two and a half minutes of play. There are memory-hungry forges in the furnace district, a shadow called the Mimble Veil in the oldest halls, side passages called the Swift Ways, and a keeper’s scratched HODL, misspelled and kept that way on purpose. None of it gets in the way of the game. It’s on carvings, tablets, murals and in what the residents tell you when you ask.

How a run works

You choose a class and start at the entrance of a fresh maze, about 180 cells on a 25 by 25 grid, facing the way in. You explore, fight, take on missions, solve rune locks and trade, and you decide how much more to risk before you leave. Each run is one sitting. You can pause, but closing the tab ends the run, and nothing carries over to the next one except what you learned.

Lester the Silverguard stands with a lowered silver blade at a junction of pale stone halls; a brazier-lit passage opens to the left and a shaft of light falls on a carved seal wall ahead
The first junction. Pale stone, silver bands and a carved seal wall at the end of the hall.

Movement is on the grid: a step forward or back, a quarter turn left or right, or a full turn around. There’s no strafing and no mouse-look. Steps take about a quarter of a second and the game remembers your next move, so a held key walks you down a corridor at a steady pace.

When a group blocks the way, a card names who you’re facing, “Two Wick Wraiths and an Ash Imp block the way!”, and the fight is turn-based. Every enemy shows what it means to do next, so you’re reading the room instead of guessing.

Your six actions in a fight
ActionWhat it does
AttackHit one target with your weapon. You always have an attack, even bare-handed.
GuardTake 50% less damage until your next turn
FocusRecover 4 mana (up to 8 per fight)
ItemUse something from your bag. It costs your turn.
AbilityYour class’s own move, paid in mana, with a cooldown
FleeShows your chance first. If it works, you step back to where you came in.

Turn order goes by Agility. An action you can’t take still answers when you press it, and tells you why.

Controls

Exploring
Do thisKeyboardControllerTouch
Step forward / backW / S or Up / DownLeft stick or D-padForward and back buttons
Turn left / rightA / D or Left / RightLeft stick or D-padTurn buttons
Turn aroundQBTurn
Interact, talk, tradeE or EnterAThe centre button, which names what it will do
Map / bag / skillsM / I / KY / X / –Map, Bag, Skills
PauseEscapeMenuPause
Fighting
Do thisKeyboardController
AttackEnter or EA
GuardGB
FocusFLB
Class abilityQY
ItemI, then 1–9X
FleeRView
Change targetA / D or Left / RightLeft / Right

On a phone the touch pad sits under the view in portrait or landscape, and its buttons are at least 48 px.

The four classes

Every class is Lester and all four are open from your first run. They differ in what they start with and in their class ability.

The four Lester classes
ClassStarts withHealth / manaClass ability
SilverguardWorn silver blade, patched mail120 / 24Hold the Line: take 60% less damage until your next turn and counter the first melee hit
RunesageAsh staff, apprentice robes96 / 52Rune Break: arcane damage of 10 plus twice your Focus, ignoring half the target’s arcane resistance
ChainwardenRitual gauntlets, travel vestments112 / 36Binding Oath: weaken the target’s next two attacks and shield yourself
Veil RangerShortbow, scout leathers104 / 32Mark the Passage: a shot that pierces armour, then a three-turn mark that adds 30% damage and shows the target’s next two moves

The Silverguard can take a beating, the Runesage hits hardest with spells but folds quickly, the Chainwarden controls a fight and the Veil Ranger is the fastest of the four. Each class ability costs mana and has a cooldown of three or four turns.

Sixty skill ranks

Fights and seals earn experience, and every level gives you one skill point. There are six skill tracks of ten ranks each, and any class can study any of them.

The six tracks
TrackEach rank gives
Vitality+8 maximum health
Might+1 Power
Agility+1 Agility
Resolve+2 Armour
Arcana+1 Focus
Spirit+4 maximum mana

Every rank also comes with a named perk, sixty in all. A few of them: Spare Breath (Vitality 5) survives one lethal hit per run at 1 health; Cleave at Might 8; Read the Room (Agility 9) shows enemy resistances; Firm Terms (Resolve 4) knocks 5% off traders’ prices; Soul Ledger (Spirit 9) gives back 8 mana after each boss.

Rank six of every track gives a class resonance, a bonus that is different for each class. A Runesage who puts six points into Resolve gets something a Silverguard doesn’t, so the same track plays differently in different hands. Skill tomes from traders and caches give extra points. We’re aiming for a normal successful run to earn somewhere between 18 and 25 ranks. That’s a target; we’ll check it against real players.

Three seals

You need three seals to leave: Passage, Concord and Dawn. Every one of them can be won without fighting its boss.

The three seals
SealWhat it stands forFight for itOr
PassageThe right to moveDefeat The Silver CastellanRestore the three oath tablets
ConcordThe agreement of manyDefeat Mother of Roots, or The Clockwright on about half of mazesSolve the reflected-light rune lock, or the Stop the Count puzzle beside the Clockwright
DawnThe bell tolls againDefeat The Cinder CustodianRepair the bypass, or strike a bargain with Voss the Scales
Lester the Runesage, in torn pale robes, levels his staff in a vast stone hall before a great sealed door carved with three linked circles and a sunrise
The way out. Three seals, and the door won’t open for fewer.

The seal sockets on your screen show each one as missing, held or lost. Rune locks work from clues: six rune words (Ash, Bell, Crown, Dawn, Eye and Flint) are carved around the maze, and a lock wants three of them in the right order. A wrong guess costs 6 health but never kills you.

Residents, traders and bargains

Fourteen people are stuck down here, and a run meets some of them: two traders, six others drawn from the rest, and always Elian of the Third Door, a courier with a broken seal mould. Others include Mara Flint the supply runner, Old Tamsin at the well, Bren Cinder from the furnace crews, Finch the young scavenger and the Bell Widow, who listens for the thief.

  • Talk. Conversations offer two to four choices, and every one shows its cost before you pay. Each resident will answer one question about the labyrinth’s past.
  • Trade. Traders keep a limited stock and a limited purse, and you can’t sell things back and forth for profit.
  • Bargain. Voss the Scales sells relics, and for 120 gold he’ll sell you the Dawn seal.

Gold buys things but never counts toward your score. You start with 30.

Lazarus

About a quarter of runs carry a thief. Lazarus can arrive once you’ve been exploring for eight minutes. One line tells you something has entered the labyrinth, and that’s all: he never shows on your map.

Lester the Runesage stands among chained books and warm reading lamps in the Veiled Archive; far behind him, at a turn in the shelves, a tall dark figure edged in cold silver leans out of the shadow
Something followed you.
  • You can outrun him. He moves two cells a second, slower than you walking, and he arrives at least eight cells away.
  • The world stops for him too. Fights, conversations, puzzles and trades freeze him, and stepping out of one gives you a short head start, once per encounter.
  • Your ears help. Distant footsteps come before he’s close.
  • If he catches you, he takes your gold, your bag, your weapon, armour and charm, and every seal you hold. You keep your level, skills and map, and you’re left with Anxiety: healing items work 10% less for the rest of the run. He’ll only come for you while you still need a seal, and at most twice a run.

The seals he takes can be won back, though you won’t score them twice.

Enemies and bosses

Twenty kinds of enemy live in the maze, from Vault Rats and Ash Imps to Furnace Brutes, Glass Scribes that ward their allies, Oathbreakers that punish you for repeating yourself and the Veil Stalker’s telegraphed eviscerate. Every enemy telegraphs its wind-ups, and some ask for a particular answer:

  • Bellwright Archer. Draws and holds a volley. A Guard blocks it completely.
  • Mold Tender. Plants Spore Pods beside it. They’re weak to fire and wither when the Tender falls.
  • Rust Gnawer. Every bite corrodes your armour for the rest of the fight, unless you’re guarding.
  • Ledger Mimic. One shelf in every maze is alive. It eats some of your gold and gives it all back when it dies.
  • Ember Mites. A swarm of three that strikes once for each third still alive. Weak to frost.
  • Lamplight Shade. Fades out of reach unless you’ve marked or revealed it, then snuffs the light and blinds you.
Lester the Chainwarden squares up with his ritual gauntlets to the Cinder Custodian, a towering soot-black iron guardian gripping huge crucible tongs, in the ember-lit Ashen Foundry beside a great crucible
The Chainwarden against the Cinder Custodian in the Ashen Foundry.
The bosses
BossGuardsHow it fights
The Silver CastellanPassageCycles a covenant shield and announces a heavy oath strike. Hits harder below half health.
Mother of RootsConcordGrows roots that feed her next attack, sprays poison, grabs. Weak to fire.
The Cinder CustodianDawnBuilds pressure into a fire blast. Break the pressure valves to soften it.
The Unwritten KingNothing but your prideOptional. Copies whatever you did last.
The ClockwrightConcord, on about half of mazes, once you’ve explored for 20 minutesRaises a gear shield and overclocks into a heavy blow. Below half health it sheds its plate and hits harder.
The UnspentNothing; it wakes only on deep runs, after 40 minutes of exploringOptional. Hides behind a coin shield, calls Coin Wraiths, then telegraphs a slam that spends everything it has. Beat it for a Ward ring.

The maze also has six kinds of hazard (unstable floors, poisoned pools, cursed inscriptions, falling mechanisms, suspicious shrines and toll doors). Each shows its odds before your one attempt, and a failed attempt can hurt you but never kills you.

Scoring

Score comes from what you did, not how long you waited. Nothing scores for dialogue, buying or selling, and each source pays once.

Where your score comes from
SourceScore
Escape with all three seals35,000
Each seal, the first time you take it6,000
Each boss5,000
Escape speed bonusup to 3,000
A mission1,200
An optional rune lock500
A clean boss phase300
Each ordinary enemy200 to 600, by how dangerous it is
A landmark found, a hazard survived200 each

A bare escape is worth at least 53,000, and a deep run that dies can still outscore it. Your results screen lists the score by source and the ending: Escaped, Defeated or Abandoned.

Achievements and the Locker

The Silver Labyrinth has 12 achievements, from First Footsteps and Threefold Covenant to Without a Sound and Four Faces of Lester, and four Locker slots: class trim, weapon sheen, lantern tint and portrait frame. Looks change nothing in play.

Achievements and Locker looks are earned from verified Ranked runs, so none of them can be earned yet. Free runs don’t earn achievements or looks, and Ranked opens later.

Silver Labyrinth Locker looks
LookSlotHow it unlocks
SilverClass trimEscape once (Daylight)
Fractured silverClass trimEscape after Lazarus has caught you
KeeperWeapon sheenDefeat the Castellan, Mother of Roots, the Cinder Custodian and the Unwritten King, across runs
AshenLantern tintComplete a tier-four mission or harder
RunicPortrait frameFinish five missions in one run
CovenantPortrait frameEscape with every class

How we built it

The owner’s brief for the look fit on one line: Hexen meets Diablo meets DOOM. We took first-person dark fantasy from Hexen, worn gothic surfaces from Diablo and the weight of DOOM’s chunky weapons and hit-stop, then designed everything ourselves. The encounter card owes a debt to Dragon Quest, and the habit of telling the story on walls, tablets and murals instead of in cutscenes is close to Myst. Those were the touchstones. Every design, glyph and character is original.

Lester the Veil Ranger, in a mossy green hood and cloak with a bow, kneels at a glowing turquoise pool in an old stone channel lit by a lantern
The Veil Ranger at one of the maze’s wells, in the damp of the Rootbound Vaults.
  • One place, slowly failing. The maze has four kinds of hall on the same masonry: the pale Silver Halls, the wet Rootbound Vaults, the furnace-lit Ashen Foundry and the shelved Veiled Archive, each with its own palette. Seventeen set-piece rooms, from a fountain court and a bathhouse to a crypt yard and a grotto, dress the bigger spaces. Three of them are new: Engine Heart in the Ashen Foundry, where the Clockwright waits; Mint Gallery in the Silver Halls; and Ledger Stacks in the Veiled Archive, where the Ledger Mimic hides among the shelves.
  • Retro, not photoreal. Characters, bosses, residents and props were modelled in Meshy, then rigged and animated in Blender and exported with hand-painted, limited-palette textures and baked light. Settings has an optional retro filter, soft or chunky, with ordered dither, if you want it rougher still.
  • Loot you can read. Chests come in three looks, common, rare and relic, by what’s inside, and bandages, rations, whetstones, runes and mission pieces lying in the halls each have a model of their own.
  • Lazarus is the darkest thing on screen. Tall, narrow, in fractured dark cloth with silver edges, and the only thing in the game that dims the lamps.
  • Every sound is made live. Footsteps on each surface, doors, ambience for each kind of hall, spells and the Bell of Blocks are all built with Web Audio as you play: about fifty sound recipes and no sample packs. The music is the arcade jukebox.
  • The menus are props. The bag is a leather travel case, the skills a vellum folio, the trader a merchant’s ledger and the map a parchment survey sheet, each in your class’s colours.
  • Three quality levels. Low, medium and high, with lighter textures and fewer lights on low. Gore can be off, restrained or full, and there are reduced-motion and reduced-flash settings.

The pictures in this post are promotional art: the owner’s banners and our own Blender renders of the game’s models.

What’s next

  • Ranked. It’s wired up the same way as the other cabinets: the arcade’s server replays each run before anything is published. It opens after the owner signs off, on the LitVM testnet, where zkLTC has no monetary value. Achievements and Locker looks come with it.
  • Your numbers. We’ve tuned the maze with bots. We want to know how often real players escape and how Lazarus feels, and that only comes from you playing it.

See The Silver Labyrinth in the arcade

Read the Beta 2.18.0 announcement