Labyrinth Leap
One thumb & a daily escape
The next pillar is lit.
The Minotaur is closer.
Leap between flickering pillars as the Minotaur closes in. Watch for shifting paths and the traps of Daedalus. Everyone gets the same daily labyrinth—send your run and dare a friend to outrun it.
Play now · a new labyrinth daily

ONE THUMB. NO MAP.
Leap. Wait.
Remember.
Tap the left, the middle or the right of the screen, or use the arrow keys. The hunter starts eight metres behind you and never stops coming; every good leap pushes it back.
- 01 /
Leap.
Leap to the pillar that lights up. Leap the moment it settles for a perfect: perfects push the hunter back further, and eight in a row make a Flow.
- 02 /
Wait.
A flickering pillar is about to swap sides. Wait until it settles, then leap. The flicker is where most runs end.
- 03 /
Remember.
Sometimes the next three pillars light up at once, for a moment only. Remember the path, then leap it in the dark.
A wrong pillar cracks under you and the hunter gains. Leap where there is no pillar and you fall.
TWO HUNTERS. NEITHER GETS TIRED.
Choose what
chases you.
- The MinotaurRelentless. It never stops, it gets faster the deeper you go, and when it catches you it lunges straight at you.
- The wolf packHunts in surges. It hangs back, then rushes, and you hear the howl first. When it catches you, the pack leaps.
DEEPER DOWN, THE LABYRINTH FIGHTS BACK.
The traps of
Daedalus.
Each trap is warned a pillar ahead, and each has its own answer. After the Gate they come mixed. A hit costs you ground, never the run by itself; cut one fine and it is a close shave, which wins ground back.
- The Boulder · 35Hide in the lit doorway and let it roll by.
- The Blades · 60Wait for the blade to swing past the lit pillar, then leap. It strikes the hunter too.
- The Closing Gate · 90Race under it before it slams.
GIFTS OF THE OLD GODS.
Take what the
labyrinth gives.
The deeper you leap, the more the labyrinth hands you: relics on the path, articles of power that stay with you, gold for the brave, and once in a long while, a rune that opens the Minotaur's own room.
- RelicsOn the path at pillars 10, 25, 45, 70 and 100: the Sword of Damocles, the Gorgon's Head, the Aegis, the Golden Thread and the Helm of Hades. Each helps once: use it when you choose, or let the game pick the moment.
- Articles of powerIn Endless, at 50, 80 and 110: the Sandals of Hermes, the Lion Skin of Heracles and the Thunderbolt of Zeus. Kept for good; the one you wear fires by itself when the hunter is on you.
- The runeRare, in Endless. Leap onto it and you face the Minotaur in its own room: strike it with clean leaps, leap aside when it charges. Beat it and you earn an outfit.
- GoldIt lies off the path, where the hunter pounces. Spend it in the Wardrobe on torch flames and leap trails: looks change how you look, never how you run.
FOURTEEN SECONDS IN THE DARK.
Two Flows.
Then the horns.
Seventeen clean leaps, a Flow at eight and another at sixteen, then two wrong pillars in a row. The Minotaur needs only one chance.
Outrun it yourself ↗ONE LABYRINTH A DAY.
The same path
for everyone.
Every day at midnight UTC a new Daily Labyrinth opens: the same path for the whole world, hunted by the Minotaur or the wolf pack. Your first run of the day is the one that counts; after that you can practise the path as often as you like, or try again the bit that caught you, from two pillars before the end. Every run is checked before it goes on a board. Choose a name, send your run with its squares and a dare, and climb the boards: today's Daily, all-time for each hunter, and your friends.
THE TORCH IS LIT.
Can you outrun it?
A new labyrinth every day. One thumb. Something behind you.
Play Labyrinth Leap