A Maze A Day

A Maze A Day

ALL EDITIONS

Every edition of A Maze A Day, catalogued. Seventy-seven are drawn fresh daily and live now.

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Photosensitivity warning: some editions use flashing colours, strobing lights, or rapid movement as part of their gameplay. If you or anyone in your household has a history of seizures or photosensitive epilepsy, please play with caution or consult a doctor first.
01

Daily Maze

The original. Same maze, same day, everyone — resets 00:00 UTC.

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02

Weekly Maze

Same fog-of-war rules as the original — just sized to take a lot longer to crack.

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03

The Little Hedge

A new 25×25 hedge maze daily. Small enough to solve in a couple of minutes.

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04

The Large Hedge

A new 50×50 hedge maze daily. The middle ground between little and grand.

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05

The Grand Hedge

A new 100×100 hedge maze daily. Nothing hidden — can you still find the way?

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06

The Sunken Tomb

Your torch burns down as you walk. Tablets light the way for good — but wake the sand behind you.

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07

The Lightkeeper

A new coastline maze daily. No fog — only the beacons you light stay charted.

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08

Star Chart

A new night-sky maze daily. Telescopes fix a sightline through the dark, for good.

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09

Windmill Country

A new stretch of countryside daily. Reach any of three windmills for a different ending, with a cart-path shortcut between them.

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10

The Glitch

A new 25×25 maze daily. Every 25 steps or 12 seconds, the system glitches and redraws the maze around you — the exit never moves.

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11

The Ruined Colosseum

A new arena daily. Requisition upgrades at fallen armories, then see how you ranked against every other gladiator who ran today's ruins.

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12

The Aurora Trail

A new tundra maze daily. Warmth fades as you wander, your fox can hop clean over a wall, and your fastest tracks show up in the snow.

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13

The Autumn Orchard

A new orchard daily. Day and night trade places as you walk, moonlit gates open only after dusk, and scarecrows might help you — or might not.

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14

The Panopticon

A new 25×25 maze daily, fully visible. It's watching how you move — which turns you get wrong, where you hesitate — and quietly redraws itself around exactly that.

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15

Wet Ink

A new 25×25 maze daily. The page starts blank — walls sketch themselves in as you approach, then fade back out like ink that never dried.

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16

Metronome Gate

A new 25×25 maze daily, fully visible. Certain passages are barred by clockwork gates that only open on their own beat — read several at once, and step through on time.

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17

The Labyrinth

A new 1000×1000 labyrinth daily. Ariadne's thread lights your way, the Minotaur hunts you through it, and not every door leads out.

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18

Little Labyrinth

A new 500×500 labyrinth daily. Same Ariadne's thread, same Minotaur — the same beast, over shorter stone.

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19

Tiny Labyrinth

A new 250×250 labyrinth daily. Same thread, same Minotaur, over the shortest stone yet.

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18

Sonar

A new 25×25 maze daily. No ambient vision at all — fire a ping to briefly light up nearby walls, then navigate the afterglow as it decays back to black.

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19

Neon Cyberpunk City

A new grid daily. Craft tools from chips at data terminals, hack encrypted gates by memory, and keep your adrenaline up — it's the only thing widening your view.

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20

The Pirate Shipwreck

A new wreck daily. The ship tilts port and starboard as you walk, opening and closing gates — chain doubloon grabs for a combo, and crack open chests for permanent upgrades.

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21

Quantum Foam

A new 25×25 maze daily, fully visible. Spacetime is unstable — every 7 to 12 seconds you're bumped to a random, distant, unhelpful part of the maze.

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22

Nebula Starfield

A new drift daily. Void Drifters block your path — attack for a shot at a star fragment, or dodge and move on. Fragments slowly widen your sensor range.

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23

The Bat Cave Network

A new cave daily. Your lantern charge is your light, your speed, and your stamina all at once — spend it wisely, or find a refuel station.

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24

Ancient Observatory

A new dome daily. Craft Sun, Moon, and Comet keys from star fragments, solve constellation patterns at the obelisks, and match each key to the one gate it opens.

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25

Glacier Crevasse

A new glacier daily, fully visible. Nothing is hidden — but the ice shifts between Stable and Shifting every 15 moves, and rival climbers block the narrow bridges.

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26

Coral Lagoon

A new lagoon daily. One reef clan blocks your only way out — court their favor with tribute, but every gift makes an enemy elsewhere in the reef.

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27

The Ninth Circle

A new 1000×1000 descent through Hell daily. Nine circles, each worse than the last — hellhounds, brimstone vents, and something waiting in the ice at the bottom.

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27

The Little Ninth Circle

A new 500×500 descent through Hell daily. Same nine circles, same horrors — over half the stretch.

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27

The Tiny Ninth Circle

A new 250×250 descent through Hell daily. Same nine circles, same horrors — over the shortest descent yet.

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28

The Midnight Zone

A new stretch of deep ocean daily. Bioluminescent coral glows briefly as you pass, then fades back to black — but something bigger is drawn to the light.

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29

The Lantern Pass

A new mountain trail daily. You only see the ground right around you — the stone lanterns you light are what stay charted, and the summit gate won't open until every one burns.

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30

Rivers Run

A new stretch of river daily. Follow it to any of seven destinations — every junction seals behind you as you commit, and the rising tide claims what you leave unresolved.

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31

Austin Springs

A new stretch of spring-fed cave daily. Something blind lives in the water with you, and it hunts by feeling every move you make.

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32

Four Corners

A brand new 35×35 maze every single race. Race three rivals starting in the other three corners — everyone's exit is different, but all four sit equally far from home. Every trail leaves a mark, and mixes where they cross.

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33

The Looking Glass

A new mirrored maze every day. Your reflection moves exactly as you do, flipped through the center — it can never collide with you, except at the one seam where you swap sides. Linger too close to the glass and it cracks.

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34

The Waggle Dance

A new honeycomb maze every day, built on true hexagonal cells — six-sided junctions instead of four. A worker bee dances out a shortcut near the start, and the dance never repeats.

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35

The Waxguard

A new honeycomb maze every day, built on true hexagonal cells. Every wrong turn leaves alarm pheromone behind — build up too much and the hive's guard bees start hunting you down.

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37

The Broodcomb

A new honeycomb maze every day, built on true hexagonal cells. Brood cells seal and hatch in a rippling wave from the queen's chamber — time your crossings or wait the wave out.

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38

The Tilt Table

A new tilting wooden maze every day. The board itself leans on a timer and drags your marble one cell further with it — hold to brace against the pull, or ride it for extra ground. Fall in a hole and you're back at the start.

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39

The Conservatory

A new glasshouse maze every day. The whole pane fades in and out of fog on its own rhythm, whatever you do — everything always visible, just harder to read whenever the glass thickens.

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40

Wildfire Ridge

A new ridge every day. Nothing is hidden — the whole maze is visible from the start. But the ground you started on catches fire behind you, and it never stops spreading.

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41

Circuit Board

A new 35×15 dual-layer circuit board every day. Route across two overlapping copper layers through vias, and solder switches to power the logic gates blocking your path.

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42

Contagion

A new 25×25 grid every day. Corrupted cells start on the outer edge and branch outward — touch one and lose control, teleported randomly for the rest of the run.

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43

Corruption

A new 25×25 grid every day, fully visible from the start — but static creeps in from the edges toward the center, permanently, until nothing's left but what you remember.

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44

Duality

A new pair of mazes every day — a white maze with black walls, and a black maze with white walls. The active one swaps on a timer or step count. Clear both to win.

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45

The Flicker Vault

A new vault every day. Navigate by memory through the dark — but the failing emergency lights strobe the whole vault into full view on a steady, learnable rhythm.

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46

The Shifting Wood

A new 1000×1000 enchanted forest maze every day. No monster hunts you — the wood itself shifts beneath your feet.

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47

The Little Shifting Wood

A new 500×500 enchanted forest maze every day. No monster hunts you — the wood itself shifts beneath your feet. A smaller wood, over sooner.

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48

The Tiny Shifting Wood

A new 250×250 enchanted forest maze every day. No monster hunts you — the wood itself shifts beneath your feet. Smaller still, over the fastest.

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49

Nightbloom Hollow

A new cave every day. You carry almost no light of your own — but bioluminescent blooms scattered through the dark permanently light a patch the moment you touch them.

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50

Photo Finish

A fresh set of four lanes every single race — never the same maze twice. You and three rivals each solve your own thin, long maze, side by side. Race to your own finish line first.

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51

Sandstorm Dunes

A new 25×25 dune maze every day. Every few seconds a sandstorm blows in and buries the board in swirling color — when it clears, the dunes have shifted into a different maze.

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52

Slipstream

A fresh set of four neon lanes every single race — never the same maze twice. Race three rivals, grabbing power-ups on the way, to your own finish line first.

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53

The Sunlit Grove

A new grove every day. Navigate by memory through the leaf-fog, gather sunlight seeds from the side paths, and collect enough before the bramble gate lets you through.

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54

The Crimson Circuit

A new circuit every day, nothing hidden — but your own pulse climbs the longer you take, and the vignette closes in with it. You can't control it. You can only hurry.

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55

The Duel

A fresh 1-on-1 duel every single race — never the same maze twice. Two mazes, one contested power-up lane between them. First to your own finish line wins.

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56

The Miasma

A new 25×25 marsh every day, fully visible from the start — but the ground you started on fills with toxic gas, and it never stops spreading.

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57

The Switchyard

A new 25×25 yard every day, fully visible from the start — but stretches of live rail run through the route, pulsing between safe and lethal on a fixed, learnable rhythm.

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58

True North

A new sky every day. Navigate by memory through the dark — several identical portals are scattered through the maze, but only one is real, and only a compass bearing can tell you which.

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59

The Patrol

A new 25×25 maze every day, fully visible — but sentry drones walk fixed looping patrol routes through the corridors, forever. Time your crossings.

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60

The Dance Floor

A new 25×25 floor every day, lit in traveling bands of disco color. Lit panels grant random power-ups on your way to the exit.

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61

The Bell Lap

A fresh once-around race every single time — never the same loop twice. You and three rivals, each on your own closed loop, no power-ups. First all the way around wins.

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62

Sealing Wax

A new 25×25 wax maze every day. Scattered wax seals melt the stone around them for a few seconds when touched, opening a shortcut before it hardens shut again.

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63

Permafrost

A new arctic maze every day. Stress points send cracks snaking through the corridors, and once a crack breaks, the ice gives way — step on it and it's over.

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64

Overtake

A fresh once-around race every single time — never the same loop twice. You and three rivals chase power-ups scattered around every ring. First all the way around wins.

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65

Overgrowth

A new 25×25 maze every day. Spore colonies spread outward permanently, never resetting — there's no safe window to wait for. Touch an active bloom and it's over.

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66

Cyanotype

A new print maze every day. Sunlight develops the paper left to right as you play — wherever it's crossed turns Prussian blue and stays visible forever.

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67

Caldera

A new volcanic maze every day. Vents rumble, then erupt, then cool on their own cycle — step into one mid-eruption and it's back to the start.

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68

Bubblegum Alley

A new baby-pink maze every day. Chew a stray gumball and stretch straight through the next wall you hit, permanently, no matter how many times you've done it.

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69

Vertigo

A new 25×25 maze every day. The maze snap-rotates and mirror-flips on you, the walls strobe and glitch, and your controls periodically invert — the exit never moves.

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70

The Vigil

A new 25×25 maze every day. Your lantern only ever shows the true walls in the 3×3 square around you — everything past that edge is a decoy that shifts the moment you look away.

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71

Quicksand Flats

A new desert floor every day, fully visible from the start. Ground you've never walked stays solid forever — but backtrack over your own trail, or stand still too long, and it starts sinking for good.

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72

Sigil Vault

A new vault every day. You carry almost no light of your own — numbered runes reveal themselves on touch, but only lock in and light your way once every lower number is already lit.

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73

The Flood Chamber

A new chamber every day, fully visible from the start. Water rises from several low points at once, spreading and merging into one flood that never recedes.

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74

Rustfall

A new factory floor every day, fully visible from the start. The walkway you started on corrodes behind you, and once it rusts through, that section is gone for good.

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