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Maze of Breth: a maze drawn on paper by a kid, playable in your browser

One hand-drawn crayon level, six free-roaming spiders with eye-lasers, three breath zones that throw you back to the entrance if you hesitate, and a giant spider behind a locked door. Two to four minutes, and a card you can send at the end.

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01  What Maze of Breth is

Maze of Breth is a free maze game you play in a browser tab. Nothing to install, no account, no download — arrow keys, W A S D, an on-screen pad or a swipe. A run takes two to four minutes and ends on a card you can send to somebody.

The maze is one fixed level, 25 tiles wide by 16 tall, drawn to look like a page from a sketchbook: green wax crayon walls, cream paper, wobbling hand-drawn strokes instead of clean vectors. It holds a shield, a sword, a bow, a key, three folded-paper mystery boxes, three OUT OF BRETH danger zones and a giant spider sealed into an arena at the top. The layout was drawn on paper by a kid; the original is never published, the designer is not named, and what you play is an original crayon-style recreation of that layout in code.

What it is not matters too: not an endless runner, not a generate-a-new-dungeon roguelike, not a hundred-level puzzle. There is one maze, and learning it is the game.

02  One fixed map, so learning it is the skill

Because the walls never move, the maze is something you can learn, and your knowledge compounds. You start in the bottom-left corner with a shield one tile away. The sword is a few tiles further on. The bow is the long trip, up in the top-right corner. The key sits on the far right, low down. And the giant spider is sealed off in the upper middle, behind a locked door that will not open until you are carrying that key.

Tucked off the main route near the bottom-right is a secret armor diamond. It changes nothing about how you play — no extra heart, no faster step, no protection — it exists to be found, and to appear on the escape card.

A first run is exploration; a second is a route. That is the whole skill curve, and it is a real one.

03  The OUT-OF-BRETH zones, and why they are the good idea

The breath mechanic is what the game is named for. Three separate clusters of tiles — one six-tile block, two four-tile squares — are marked OUT OF BRETH. While you stand on one a breath meter drains, emptying in about two and a half seconds of continuous standing. Step off and it refills in under a second. Let it empty and you gasp and are set back to the last ordinary tile you stepped from — the mouth of the zone.

You lose no heart for gasping, and that is the design: breath is a pressure separate from health, so failing a zone costs you position and time rather than blood. It also means the zones punish dithering, not speed — crossing at a run is safe, stopping halfway to reconsider is what kills you. Pick your exit before you step in.

There is exactly one way to cheat a zone, and it comes out of a mystery box: the big lungful. It is a stored second wind — the next time your breath empties it is spent automatically and the meter refills where you stand rather than throwing you back to the entrance. On the longest crossing, that is the difference between a gamble and a plan.

04  The spiders do not walk a beat

Six spiders start in the maze and they free-roam it. Each picks a direction and mostly keeps going — roughly four times in five it steps straight on, one tile every half second — turning at walls, reversing only when boxed in. There is no patrol loop to memorise and no corridor that stays safe.

What they do have is an eye-laser. When a spider finds itself on the same row or column as you with clear floor between, it stops, blinks for a full second to telegraph the shot, then fires a beam down that line for a fraction of a second. Get caught in it and you lose a heart, and it needs three to four and a half seconds before it can aim again.

The telegraph is generous on purpose: the spider stands still while it charges, so the beam is something you walk out of rather than reflex-dodge. One step sideways breaks the line — the beam only travels along the row or column the spider committed to. Standing still while it charges is the only reliable way to get shot.

Contact is the other danger. Walking into a spider costs a heart — unless you carry the shield, which eats exactly one hit and is then gone, best saved for the boss room. The sword is your answer: swing while facing a spider on the adjacent tile and it is finished. The bow fires an arrow in the direction you face, travelling straight until it reaches the first spider, the boss, or a wall.

05  The mystery boxes, and the only randomness in the game

Three folded-paper boxes marked with a question mark are scattered across the maze. Step on one and it deals you the top card of a six-card deck that is shuffled fresh at the start of every run.

The six cards are: a heart, which heals you back toward your three; a coin, which the game counts and never lets you spend, because there is no shop; a spider, which skitters out onto the tile you are standing on; two extra arrows, kept even without the bow; a big lungful, the stored second wind described above; and a webbing, which splatters sticky tiles over your square and the open tiles beside it, so every step off them drags.

No card repeats within a single run, so the three boxes always hand you three different surprises — though which three changes every run. That is the whole of the game's randomness: the map is fixed, the surprises are not.

06  The boss, and the card at the end

The giant spider wakes the moment you step onto the arena. It takes three hits, and you can land them with the sword, standing beside the arena and facing in — but the bow is the comfortable answer: three arrows from across the room, with the volleys in between.

It never chases you. Every couple of seconds it wobbles for half a second, then throws a fan of three web arcs at wherever you are standing, spread just widely enough that there is a gap to dodge through. Take one and you lose a heart, and a splat of web is left where you stood, so the ground you dodge onto is slower than the ground you left. The fight is a rhythm, not a scramble: move, step out of the fan, take your shot.

Win and the screen becomes a crayon run card — "I escaped the Maze of Breth", your time, your hearts left drawn out as hearts, the sword, bow and key marked found or missed, and, if you went off-route for it, a SECRET ARMOR badge. Share opens your phone's share sheet, or copies the link and message if it cannot. Replay starts a new run immediately, and your best time is kept in your browser. Lose and you get "Out of breath for good…" and a try-again button.

Beneath all of it sits the line that explains the whole thing: "This maze was drawn on paper by a kid game designer. The robots just built it."

07  Questions people ask

Is Maze of Breth free, and do I need an account?
Free, and no account. There is no sign-up, no download and nothing to install — it runs entirely in your browser and remembers your best time locally. The game is supported by ads, which appear on the start screen and on the win or retry card, never over live play.
How long does it take to finish Maze of Breth?
A complete run — spawn to boss to escape card — is designed to take about two to four minutes for a first-timer, and the card times you. Knowing the map cuts that down, which is the point: your first run is exploration and your tenth is a route.
What happens when you run out of breath in Maze of Breth?
You gasp and get set back to the last ordinary tile you stepped from — the mouth of the zone you entered — but you keep all your hearts. Breath is a separate pressure from health, so failing a zone costs you position and time, not damage.
Is the maze the same every time, or are there different levels?
The maze itself never changes. It is one hand-drawn level of 25 by 16 tiles. What varies between runs is the six-card mystery deck, shuffled fresh each time, and the spiders, which free-roam rather than walking fixed loops — so the surprises and the pressure differ even though the walls do not.
What do the question mark tiles do in Maze of Breth?
Each one deals a card from a six-card deck shuffled at the start of the run: a heart, a coin, a spider, two arrows, a spare lungful that acts as a second wind, or a splat of sticky webbing that slows your steps. No card repeats inside a run, so the three boxes are always three different surprises.
Does Maze of Breth work on a phone?
Yes. Swipe on the board or use the on-screen pad, which repeats while you hold it down. The maze scales to fit a small screen, and every control is touch-sized — there is no keyboard requirement and nothing to install.
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Last reviewed 2026-09-17.