6-12 players search a dark maze for their own key; one or two of them are the monster and hunt the others.
A dark, foggy maze in first person; everyone is a stick figure in their own colour.
Find your own key, bring it to the exit door, get out. A caught player starts again in the spawn room after 10 seconds.
The monster is fast but turns clumsily; it hears running from far away and feels the heartbeat of anyone near. A crouched player is invisible to it.
A lamp lets you see further, but the monster sees its light too. No map: the radar shows only the players.
Write on the walls: ready-made marks or short notes in your colour. Help the others, or lie.
PLAY puts you in a room; if 6 players are not there, computer players labelled [bot] take the empty places. CREATE ROOM gives a 4-letter code for friends.
A one-minute practice maze on the first start. Turkish, English, German, Spanish, French, Italian, Russian and Arabic.
Free; no ads, no purchases.
Leaderboards
The game gives you a free egega.me account on first launch; sign in with Google or Apple to play with the same account on every device. Round wins, your fastest exit and your catches as the monster are kept. Bots never count.
Keyboard and mouse: WASD to walk, mouse to look, Shift run, Ctrl or C crouch, E take a key or lamp, F lamp, T write on a wall, Space or a click attack (monster), Tab player list. Touch: walk with the stick on the left half, drag on the right half to look; RUN, CROUCH, USE, WRITE buttons (left-handed layout and drag-to-place buttons in the settings).
How to play
How a round goes
In TuMaze 6 to 12 players start in the same dark maze. Everyone plays in first person and sees the others as stick figures in their own colours. At the start everyone learns who the monster is: one with 6-11 players, two from 12. The monster role goes round: the player who has gone longest without it is picked first.
The escapers all start in the shared spawn room next to the exit door. The monster starts just outside and cannot enter the room.
Each escaper's key, in their own colour, lies somewhere in the maze. Keys lie about equally far from the spawn room but in different parts of the maze, so nobody starts lucky.
Only you can pick up your key. You see the others' keys but cannot take them; the monster sees no keys at all.
Bring your key to the exit door and you are out; you watch the rest of the round from above.
A round lasts 5 minutes. The last 30 seconds are announced on screen and with a sound. If everyone gets out, the round ends early.
The monster
The monster is one of the players; there is no computer monster. It is faster than the escapers but turns clumsily: it catches you in a straight corridor and slows down when it turns. Loops and corners are where escapers are safest.
The monster hears running from far away and sees its direction on screen; walking only when it is close.
It feels the heartbeat of players nearby, faster the closer they are.
It catches a player in front of it at close range. A caught player starts again in the spawn room after 10 seconds; their key and lamp stay where they fell.
The monster has no radar; it learns only from sounds, heartbeats and the writing on the walls.
If the monster drops out and does not come back within 30 seconds, the escaper who has gone longest without the role becomes the monster.
Hiding and breath
Running uses the breath bar; when it is empty you cannot run for a while. Crouching uses the same bar.
A crouched player is invisible to the monster and its steps and heartbeat cannot be felt. But a monster that comes right up to you still notices and can catch you.
When your breath runs out, your heartbeat leaks to the monster even while you crouch.
While crouched you cannot take keys or lamps or write, and your lamp goes out. Standing up takes half a second, and you are visible meanwhile.
Crouching makes a short rustle: a monster nearby knows someone hid, but not where.
The spawn room is safe, but a player who stays longer than 15 seconds leaks their heartbeat, and after 30 seconds the room is no longer safe for them: the monster may come in.
Lamps, radar and wall writing
There are as many lamps in the maze as escapers. Any escaper may take one; lit, you see further, but the monster sees the light at the end of the corridor too.
There is no map; you remember the way yourself. The radar at the top right shows only where the players are, the monster as a hollow triangle. Keys and lamps are not on the radar.
Every escaper has a pen. Press T to write a ready-made mark (arrows, X, dead end, exit, danger, key) or a note of up to 20 letters on a wall. It stays in your colour and everyone reads it, the monster too.
Each player puts at most one writing on a piece of wall; you can change your own but not erase anybody else's.
Lying is allowed: an arrow may point the wrong way. The colour shows who wrote it.
Writing and usernames go through a word filter; you can report a rude writing or name from the player list.
Scoring
Escapers score by the order they get out; those who do not get out score by how much of the maze they explored. The monster scores for every catch and for every player still inside at the end. The highest score wins the round; if nobody gets out, the monster wins. On a tie the earlier exit, then fewer catches, comes first.
Questions and answers
Is TuMaze free?
Yes. The game is free, with no ads and no purchases.
Do I need to install anything?
No. TuMaze runs in the browser with a keyboard and mouse or a touch screen.
Can I play alone?
PLAY puts you in a room; if 6 players are not there within 30 seconds, computer players labelled [bot] take the empty places. Bots are always escapers, never the monster. PRACTICE in the menu is a one-minute maze for one.
How do I play with friends?
CREATE ROOM gives you a 4-letter code; your friends type it on the main menu and press JOIN. The room carries on with a new maze after every round.
Can I choose to be the monster?
No. The role goes round: the player who has gone longest without it is picked, so everyone gets a turn.
Is the game scary?
A little. The maze is dark and full of sounds, but there is no blood and no jump scares; it is aimed at ages 12 and up.