Key art for Liege of the Labyrinth

Game review

Liege of the Labyrinth

5.5 / 10

Developer
CV33 Games, LLC
Publisher
CV33 Games, LLC
Released
9 December 2025
Platforms
Windows
Genre
Turn-Based Roguelike RPG
Monetisation
One-time purchase. No in-app purchases or DLC at time of writing.
Players
Single-player only

The short version

Liege of the Labyrinth casts the player as an unseen Guardian steering a randomly assembled party of six adventurers through twenty floors of a doomed labyrinth, managing hit points, willpower and a limited inventory while deciding whether to fight, flee or bargain with everything they meet. It launched to a tiny but genuinely warm reception -- both of its early English-language Steam reviews recommend it -- yet both reviewers, in real detail, describe a release troubled by bugs that undercut a core loop they otherwise wanted to love.

Biggest strengths

  • A distinctive red-box Dungeons & Dragons framing, with roaming monsters that patrol rooms rather than waiting passively for the player to approach
  • Twenty floors of escalating danger paired with a between-floor tavern for resting, learning spells, buying items and recruiting new party members gives the loop real shape
  • A tight, limited inventory forces real decisions about what loot is worth carrying forward

Biggest weaknesses

  • Both available English-language reviews independently report the game locking up on exit, requiring a hard-kill of the client
  • One detailed review describes targeting a friendly character for healing as fiddly and unreliable, often selecting empty space instead of the intended ally
  • The same review reports early floors stacked with enemies immune to ice and poison while the randomly assigned wizard is frequently locked into exactly those two damage types, with no way to choose differently at the start of a run

Who it's for: Fans of old-school red-box Dungeons & Dragons dungeon crawling and roguelike resource management who don't mind rough edges in a first release, and who are comfortable with very little external validation before buying. A poor fit for anyone wanting a polished, bug-free launch or the build customisation of genre standards like Darkest Dungeon or Slay the Spire.

Our recommendation: Worth a look for genre diehards specifically drawn to its red-box D&D framing and willing to tolerate a rough first release, but everyone else should wait and watch whether CV33 Games patches the bugs its own earliest supporters flagged before buying in.

5.5 / 10

Liege of the Labyrinth puts the player in the role of an unseen Guardian, tasked by the game's gods with overseeing the destruction of a cursed realm called The Labyrinth. Rather than acting directly, the Guardian steers a party of six randomly generated adventurers -- always including a fighter, a cleric, a thief and a wizard, with two further roles chosen at random -- down through twenty floors toward a final confrontation with the Labyrinth's ruling Liege. Developed and self-published by the small studio CV33 Games, LLC, it launched as a full, non-Early-Access release on 9 December 2025 at a modest price. It arrived to only a handful of public reviews, both positive, but both written in enough hands-on detail to sketch a clear picture of a release that lands its core idea while stumbling badly on the execution around it.

A red-box dungeon crawl with real teeth

The game's pitch leans hard on old-school Dungeons & Dragons framing, and that shows in the details reviewers single out. Monsters roam their rooms rather than waiting passively for the party to wander in, a small touch one detailed reviewer specifically credits with capturing the feel of classic red-box D&D exploration. Between floors, a mysterious tavern gives the party a place to rest, learn new spells, buy equipment and recruit replacement members, tying the run's pacing to a familiar risk-and-reward rhythm: press on to a new floor for loot and experience, or retreat to the tavern to consolidate gains before the danger escalates further. A strict inventory limit adds another layer of pressure, forcing players to weigh whether a new piece of loot is worth displacing something they already carry, a mechanic one reviewer specifically praises for keeping them engaged in constant, meaningful decision-making rather than passively hoarding everything they find.

Randomised parties, and the choices players don't get to make

That same randomisation cuts against the game in the eyes of its most detailed reviewer. Every new run hands the player a fixed core of fighter, cleric and thief alongside a wizard whose spell selection is entirely out of the player's hands, with no way to pick from a wider pool of options at the start. That reviewer describes running into an early floor stacked with enemies immune to ice and poison, precisely the two damage types their randomly assigned wizard kept being locked into, with no in-game way to swap in different elemental options to compensate. It's a frustration that speaks less to the underlying system -- which both reviewers agree has real promise -- and more to how little agency the current build gives players over adapting to what a run throws at them.

Bugs that undercut a loop reviewers wanted to love

The clearest, most consistent complaint across both available reviews is technical rather than mechanical. Both independently report that closing the game locks up the client entirely, forcing a hard kill rather than a normal exit -- an unusual thing for two separate players to flag without prompting, and a strong signal the issue is a launch-wide bug rather than an isolated fluke. The same detailed review also describes targeting a friendly character for healing as needlessly fiddly, with clicks frequently landing on empty space beside a character rather than the character itself, undermining moments that should carry real tactical weight. Tellingly, that reviewer closes by saying they want to give the game a thumbs up and mean it, only to land on a "very hesitant" recommendation specifically because the bugs get in the way of a design they otherwise like. The second, shorter review takes a gentler tone, acknowledging "some bugs in v1.0" while reporting nothing serious enough to make the game unplayable across a longer six-hour session, and recommending it on the strength of enemies that actively move and hunt rather than stand still, and an inventory system tight enough to keep them constantly engaged.

A thin public record to weigh against the marketing

Because Liege of the Labyrinth launched with almost no visibility, there's very little to cross-check its promise against besides those two accounts. The game shipped without Steam achievements, so there's no completion-curve data to compare against the bug and difficulty reports the way there often is for a new release. No critic outlet has reviewed it as of this writing, and its Steam review count sits in the single digits rather than the dozens or hundreds typical of even a small indie launch. That's not itself a mark against the game's quality, but it does mean anyone buying in now is relying almost entirely on the developer's own store description and a couple of detailed, generally sympathetic but clearly frustrated early accounts, rather than any broader consensus.

Final verdict

Liege of the Labyrinth has the bones of a genre crawler worth caring about: red-box D&D atmosphere, roaming threats instead of passive ones, a tavern-anchored risk curve across twenty floors, and an inventory system tight enough to force real decisions. Its earliest, most detailed supporters make clear that idea comes through even in its current state -- but they're equally clear that a client-lockup bug, fiddly healing targeting and a randomised wizard kit with no counterplay options are real problems standing between that idea and a release worth recommending without reservation. At a modest price, it's a reasonable bet for genre diehards who want to support a promising small-studio idea and can tolerate a rough edge or two, but everyone else should wait to see whether CV33 Games irons out the bugs its own first fans have already flagged.

Pros and cons

Pros

  • A distinctive red-box Dungeons & Dragons framing, with roaming monsters that patrol rooms rather than waiting passively for the player to approach
  • Twenty floors of escalating danger paired with a between-floor tavern for resting, learning spells, buying items and recruiting new party members gives the loop real shape
  • A tight, limited inventory forces real decisions about what loot is worth carrying forward
  • Both of the game's earliest detailed reviewers say they want to keep playing despite their complaints, a sign the underlying design idea has genuine appeal

Cons

  • Both available English-language reviews independently report the game locking up on exit, requiring a hard-kill of the client
  • One detailed review describes targeting a friendly character for healing as fiddly and unreliable, often selecting empty space instead of the intended ally
  • The same review reports early floors stacked with enemies immune to ice and poison while the randomly assigned wizard is frequently locked into exactly those two damage types, with no way to choose differently at the start of a run
  • The game shipped with no Steam achievements and, as of this review, only a handful of public player reviews and no critic coverage, leaving very little independent record to weigh against its own marketing

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Progression 5 / 10
  • Performance 4 / 10
  • Value 6 / 10
  • Originality 6 / 10
  • Replayability 6 / 10