KOJP

Maze Escape Online Game

Guide a torch bearer through a freshly generated maze to the glowing door. Fog, keys, time trial and a daily maze

Small 11×11 · Medium 21×21 · Large 31×31

Pick a size and tap a mode to start. Every maze is generated fresh and there is exactly one way out. Time and steps are tracked, and at the end your steps are compared with the shortest path.

Controls

Arrow keys / WASD: one cell
Shift + arrow: run to the wall
Swipe: run to the next fork
Joystick at bottom left: move while held
Drag the explorer: walk the path you draw
Z back to the last fork · H hint

How does Maze Escape work?

Start on the rug in the top left corner and move the torch bearer to the glowing door in the bottom right corner. The maze is generated again every time you open a board, so there is nothing to memorize, and because there is exactly one route between any two cells, crossing off dead ends one by one always leaves the way out.

Three sizes are available: Small 11×11, Medium 21×21 and Large 31×31. The numbers count walls as well, so the walkable grid is 5×5, 10×10 and 15×15, and the shortest route through a medium maze is usually somewhere between 30 and 60 steps. Every step leaves a footprint so you can see where you have been, while the time and step counter run at the top.

What modes are there?

Classic, Fog, Keys, Time trial and Daily. Classic shows the whole maze, Fog shows only two cells around the torch, Keys makes you collect three keys to open three doors, Time trial chains five mazes and adds up the time, and Daily gives everyone the same 21×21 maze each day.

ModeWhat you seeHow it ends
ClassicThe whole mazeReach the glowing door
FogTwo cells inside the torchlight, visited cells dimly rememberedReach the glowing door
KeysThe whole maze with three doors and three keysOpen the doors with keys and reach the door
Time trialThe whole mazeEscape five mazes in a row
DailyThe whole maze (21×21)Reach the glowing door. A new maze every day

In Fog mode everything beyond two cells is pitch black, so each corner reveals new corridors. Cells you have walked stay in a bluish haze that guides you when you backtrack, and the glowing door shimmers faintly from afar to give a rough direction.

How are the doors and keys placed in Keys mode?

The three doors sit on the solution path in order, and the three keys are hidden at the ends of dead ends in the area in front of each door. Any key opens any door, and opening a door uses up one key.

A key is always reachable before the first door, passing that door opens up the area that holds the second key, and so on, and a board only starts once it has been checked to be solvable. The keys are deliberately placed off the solution path, so a detour to fetch one and come back can be half of your total steps. The key counter at the top shows the keys in hand and the doors still locked.

Why are there so many ways to move?

Besides one cell per arrow key, there is Shift + arrow to run to the wall, a swipe that runs to the next fork on its own, a joystick that keeps moving while held, and path drawing, where you drag the explorer along the route you want. Steps are counted the same way whichever you use.

How are the mazes generated?

Each board picks one of four methods, recursive backtracking, Prim, Kruskal or hunt and kill, and carves a perfect maze. A perfect maze has no loops, so there is exactly one route between any two cells.

MethodLooks likeFeels like
Recursive backtrackingLong winding corridors with few forksOne wrong turn costs a long walk back
PrimMany short branches in every directionFrequent forks and lots of dead ends to check
KruskalEvenly tangled mid length passagesHard to tell which branch is right
Hunt and killLong alleys lined up side by sideQuick once you read the overall flow

When you finish, light sweeps over the whole maze and your trail is drawn in light blue with the shortest route in gold dashes, so you see at once where you wandered. Efficiency on the result card is the shortest step count divided by your actual steps.

Tips for getting out faster

  1. Read the big walls near the exit first. In Classic mode, tracing backwards from the exit with your eyes before you move crosses off two or three forks.
  2. Drop dead ends at the entrance. If a branch visibly closes within a few cells, simply not entering it saves a lot of steps.
  3. Use the one hand rule in Fog. In a perfect maze, keeping one hand on a wall and following it always brings you to the exit eventually. Worth trying when you are lost instead of backtracking.
  4. Grab the nearest key. Any key opens any door, so collect them in the order that costs the fewest steps, not door order.
  5. Use Shift and swipes in the time trial. Tapping one cell at a time down a long corridor leaks seconds.

How are records kept?

The fastest time for each mode and size is saved in this browser. Each mode button on the title screen shows the best time for the selected size, and beating it brings a new best banner and confetti on the result card.

The daily maze records one completion per day for the attendance calendar, and Share result builds a card with your time, steps and efficiency. The wall style can be switched between hedge and brick on the title screen, and the choice is remembered.

Records stay in this browser only and are never sent to a server. Clearing browser data removes them.

Frequently asked questions

Is Maze Escape free?

Yes. It is free on this page with no sign up and works on computers, phones and tablets. On phones you move with the joystick and swipes.

Is the maze different every time?

Yes. Every board is generated fresh with one of four methods: recursive backtracking, Prim, Kruskal or hunt and kill. Only the daily maze is the same for everyone on a given day.

Are there several ways to the exit?

No. The mazes are perfect mazes without loops, so there is exactly one route from the start to the exit. Crossing off dead ends one by one always leaves that route.

How far can I see in Fog mode?

Only two cells around the torch. Cells you have walked remain in a dim bluish haze to guide you back, and the glowing door shimmers faintly from a distance to show the rough direction.

What if I run out of keys in Keys mode?

That cannot happen. A board only starts after a check that one key is reachable before the first door and that opening it unlocks the area with the next key. Any key opens any door.

Do hints affect my record?

Yes. A hint shows the correct route to the next fork as a yellow dotted line for five seconds, and the result card lists how many hints you used. Finishing without hints is marked as such.

How is the shortest step count calculated?

When the board is built, a breadth first search finds the shortest route from start to exit. In Keys mode the search also accounts for collecting keys and opening doors. Efficiency is the shortest step count divided by your actual steps.

Where are records saved?

The best time for each mode and size is saved in this browser only. Nothing is sent to a server, and clearing browser data removes the records.