Tracking since Sep 25 — growth appears once we have a second daily reading.
Update history
0.0.24Aug 11, 2026 · seen Sep 25, 2026
New fun maze game.
Only the current version so far — new entries appear as the game ships updates.
A chrono-machine spits you into a maze that shouldn't exist yet. Swipe — and you don't
step, you DASH: sliding until a wall catches you. That single rule turns every level into
a route you have to read before you move.
THE RULE THAT MAKES IT A GAME
You can only stop where something stops you. A corridor you fly past is a corridor you
have to come back for. So you are not solving "where do I step" — you are solving "where
will I be able to stop", and that is a very different puzzle.
EVERYTHING RUNS ON A BEAT
Spikes rise and sink. Shutters slam shut. Beasts patrol their lanes. Learn the beat and
the maze opens up; ignore it and it closes on you. One rule you will feel immediately:
standing still gets you killed, moving gets you through — a dash smashes a beast, a pause
hands it the kill.
THE MACHINE PICKS THE ERA, NOT YOU
Every run starts at the reel: it spins and drops you wherever it likes. The Jurassic and
the Ice Age, sunken Atlantis, Egypt, Rome, castles of the shogun, steam-lit London, a
neon city, the wasteland, a base on the Moon — each with its own palette, its own beasts
and its own way of trying to keep you. Every level hides shards, and you need them all
before that era lets you move on. No level is a coin flip: each one is verified fully
clearable, with reaction windows wide enough to be fair.
HAZARDS THAT CHANGE HOW YOU THINK
• Spikes on alternating phases — a corridor that is safe only half the time
• Beasts on fixed lanes — ram them at speed, never meet them standing
• Crumbling ledges that give way if you stop there twice
• Tar that holds you exactly long enough to be dangerous
• Breakable walls that open a shortcut — or cut off your route
• Total darkness, where only your visor and the exit beacon glow
• Paired portals that end a dash somewhere else entirely
• A key that opens every gate in the level
• Shutters breathing on the beat, ready to crush whoever stands under them
WHAT YOU TAKE HOME
• Relics. Each era guards its own, and the deeper one is always the stronger: richer loot
from beasts, a wider reaction window on spikes, longer freezes, another chrono-shield
• A Laboratory where coins become power — the chrono-shield that eats a lethal hit, the
chrono-field that holds traps still, the fang that turns a dash into a weapon, the
magnet that pulls loot into your hand
• A Collection of trophies: relics, skins for every era you reach, and a short film for
each of them — arrivals and discoveries you can watch again any time
• Lives that refill on their own, on a timer that keeps running while the game is closed
FAIR BY DESIGN
No banner ever covers the maze. Full-screen ads appear only between runs — at the reel or
after the results screen — never inside a level. Rewarded videos are always your choice.
The whole game is a single file: it downloads in seconds and plays offline.
Every era. One dash at a time.