Star Gate Maze

Star Gate Maze

Grab every star, open the gate

Steer a glowing orb through thirty-six neon mazes. Collect required stars, gems, and relics to open the gate. One life — a single hazard ends the run.

Play on webiPhone & iPadComing soonGet it onGoogle PlayMacComing soon

PuzzleVersion 1.0.41

Star Gate Maze is a neon arcade maze game about one glowing orb, thirty-six labyrinths and a single life. Steer the orb through the corridors, collect every required target on the floor, wait for the star gate to glow green, and slide through it to clear the maze. It is quick to learn, calm to look at, and surprisingly tense once the corridors fill with traps.

HOW A MAZE WORKS
Each maze is an 11 × 15 grid and the orb moves one cell at a time, so every step is readable. The HUD shows the level and family name, your single heart, the elapsed time and the required targets still on the floor. Collect them all and the gate opens. Reach it and the summary shows the stars, gems and relics you picked up, your level score, your campaign total and your clear time.

THIRTY-SIX MAZES, THREE WAVES
Twelve named families — Star Garden, Amber Coils, Frost Run, Echo Vault, Wisp Trail, Magma Slots, Void Spiral, Pulse Maze, Core Siege, Nemesis Grid, Inferno Path and Final Gate — each return in wave II and wave III with tighter walls, a new layout and more hazards. Wave one asks only for stars. Wave two also requires cyan gems, and wave three adds violet relics, so you must plan one route that covers every target type. Cleared mazes unlock the next one, and any unlocked maze can be replayed from the Levels grid.

FOUR KINDS OF HAZARD
• Pink imps patrol the corridors and pause between steps — let them wander off, then pass.
• Wall flames burst on a rhythm — step through on the quiet beat.
• Spinning vortices fade in and out — cross while they are faint.
• Sonic bursts pulse onto a tile and switch off — move in the gap.
Every hazard leaves a safe window, so patience beats speed. But you have one life: touch an active hazard and the run ends, with a note on what caught you and a tip for next time. Retry instantly or return to the menu.

THE FAMILIES AT A GLANCE
Star Garden is wide open with no traps. Amber Coils introduces imps and wall flames, Frost Run adds vortices, and Echo Vault brings the first sonic burst. Wisp Trail sends two imps at once, Magma Slots alternates two flames, Void Spiral doubles the vortices and Pulse Maze tests your timing with sonic bursts. Core Siege packs all four hazards into tighter walls, Nemesis Grid blocks routes with three imps, Inferno Path stacks flames, and Final Gate has the narrowest corridors and the most targets of all.

CONTROLS
Use the on-screen D-pad, tap a cell next to the orb, or play with the arrow keys or WASD. Hold the star in the centre of the D-pad, or Shift, to boost; boosting drains a stamina bar that refills when you let go. Drag the D-pad to any corner so your thumb never hides the maze.

SCORE AND LEADERBOARDS
Stars are worth 100 points, gems 250 and relics 500, and optional extras still count. Your campaign total is the sum of your best score on every maze, so replaying an old level can still raise your rank. Choose a nickname once to appear on the all-time and seasonal leaderboards.

EVERY SCREEN
Star Gate Maze fills the screen on iPhone, iPad and Mac, in portrait or landscape. The App Clip drops you straight into the first maze, with a button to get the full game. Settings switch sound effects and music, change between eight languages (English, Vietnamese, Traditional and Simplified Chinese, Japanese, Spanish, Hindi, French), reset the D-pad and reopen the guide.

TIPS
Read the HUD before you move. Sweep the far side first and finish near the gate. Let imps walk away, count the beat of flames before crossing, and save boost for long straight corridors.

No account is needed. Ads appear on menu and result screens and occasionally after a cleared maze — never over the maze while you play.

Features

  • Glide-to-move controls with hold-to-boost stamina
  • Thirty-six maze levels in three rising waves
  • Collect stars, gems, and relics to unlock the gate
  • One life — a single hazard ends the run
  • Eight languages

Tips

  • Every hazard has a safe window — watch one full cycle before you cross.
  • Wave three wants stars, gems and relics, so plan one route that covers every target and ends near the gate.
  • Your campaign total adds up your best score on each maze, so replaying an old maze can still raise your rank.

What's new

Action Maze is now Star Gate Maze — version 2.0 rebuilds the whole game. • Thirty-six mazes in three waves across twelve named families, each with its own layout. • New targets: stars in wave one, plus cyan gems in wave two and violet relics in wave three. • Four hazards with safe windows: patrolling imps, wall flames, vortices and sonic bursts. • One life and no countdown — a mistake ends the run, and the result screen tells you what caught you. • Boost with stamina, a draggable D-pad, tap-to-move and full keyboard support. • Best score per maze, a campaign total and online leaderboards with your nickname. • Cleaner HUD and help screen, eight languages, an App Clip, and a brand-new Mac version. Thanks for playing — see how far one life can take you.

Questions and answers

How many lives do I have?

One. Touching an active hazard ends the run; the result screen shows what caught you, and you can retry straight away.

Is there a time limit?

No countdown. The HUD shows elapsed time, which appears in your clear summary.

How are points scored?

Stars are worth 100, gems 250 and relics 500, and optional extras still count.

Screenshots

  • Star Gate Maze — screenshot 1
  • Star Gate Maze — screenshot 2
  • Star Gate Maze — screenshot 3
  • Star Gate Maze — screenshot 4
  • Star Gate Maze — screenshot 5
  • Star Gate Maze — screenshot 6

Ratings and comments

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