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.

Live
02

Weekly Maze

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

Live
03

The Little Hedge

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

Live
04

The Large Hedge

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

Live
05

The Grand Hedge

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

Live
06

The Sunken Tomb

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

Live
07

The Lightkeeper

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

Live
08

Star Chart

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

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
18

Little Labyrinth

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

Live
19

Tiny Labyrinth

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

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
27

The Little Ninth Circle

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

Live
27

The Tiny Ninth Circle

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

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
46

The Shifting Wood

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

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live
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.

Live

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