Game review
MAZEBOUND: Hunt, Gather, Run!
6 / 10
- Developer
- Absam Studios
- Publisher
- Absam Studios
- Released
- 13 May 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- Paid, one-time purchase.
- Players
- Online co-op and single-player, with cross-progression caveats noted below.
The short version
MAZEBOUND: Hunt, Gather, Run! is a co-op survival horror from Absam Studios, tasking a small crew with pushing a fragile supply cart through a monster-infested maze while gathering resources and fleeing increasingly bizarre threats. Its Very Positive rating across a large English review sample reflects real enthusiasm for its atmosphere and creature design, with this review finding a fair, repeated complaint that shallow combat and a clumsy cart-based inventory system undercut the moment-to-moment experience.
Biggest strengths
- Widely praised for a genuinely creepy, immersive atmosphere, with multiple reviewers specifically comparing the experience favourably to The Forest.
- Praised for a large, varied monster roster, each with distinct behaviours and threats, giving encounters real variety across a full run.
- Reviewers with dozens of hours report a satisfying difficulty curve across the game's biomes when played with friends.
Biggest weaknesses
- A fair, repeated complaint reports combat lacks depth and skill expression, reducing most encounters to circling obstacles rather than meaningful decision-making.
- A fair, repeated complaint reports the cart-based inventory, which can only carry one item at a time and spills when knocked over, is a persistent source of frustration rather than tension.
- A specific, high-vote complaint reports that non-host players lose all equipped gear when rejoining a saved multiplayer game, a serious cross-session progression bug.
Who it's for: Fans of co-op survival horror in the mould of The Forest who enjoy creature-hunting and crafting under pressure with friends; players wanting deep, skill-based combat or a frictionless inventory system will find real rough edges here.
Our recommendation: A creepy, creature-driven co-op survival horror with real atmosphere and variety, held back by shallow combat and a cart-based inventory system that frustrates more often than it satisfies.
6 / 10
A genuinely creepy atmosphere, repeatedly compared to a genre favourite
MAZEBOUND: Hunt, Gather, Run! earns its Very Positive rating first through real enthusiasm for its atmosphere. "I was a bit skeptical about buying this game, but before I went in blind and purchased it, I read some of the negative reviews. Most of them seemed like weak criticisms... it definitely has that 'The Forest' vibe, which is what interested me in the first place. The atmosphere is creepy and immersive," reads one detailed review with over twenty hours logged. A separate reviewer, who says they stumbled onto the game by chance, writes: "I love the concept alone of running away from freaky scary monster things with four people on top of a crafty/survival made it ever the more fun." This review treats that atmosphere as a genuine strength: reviewers across the sample, including several critical of its mechanics, consistently credit the game's sound design, lighting, and sense of dread as effective.
A large, varied monster roster keeps encounters fresh
Beyond atmosphere, this review found repeated praise for the sheer variety of threats players face. "Theres a LOT of monsters in this game and all of them have their own gimmick, aswell as own ways of fighting them," reads one review, which separately describes the tonal swing from "goofing around with your friends" to a sudden jump-scare from a boss encounter. A different, more sardonic review simply lists its complaints as running gags: "The spiders are the worst part of the game by far and are everywhere," followed by an edit correcting itself, "The hogs are the worst part of this game by far and are everywhere." This review treats that pattern, players good-naturedly complaining about specific monsters by name, as a strong sign the roster is memorable and distinct rather than a generic wave of reskinned enemies.
A fair, repeated complaint about shallow, unsatisfying combat
Set against that praise, this review found a fair, repeated complaint that the game's combat lacks depth. "This review honestly hurts to write. It has fantastic atmosphere and concept, the devs are amazing people and this game has some unique and interesting enemy designs but is completely sunk into the ground by one feature, its combat... It lacks meaningful decision making or interaction beyond causing enemies to become stuck on terrain so you can kill them or get hits on them," reads one detailed negative review. A separate reviewer who logged over ten hours before finishing the game reports similarly: "The ONLY way to effectively kill bosses is by running into an ogre that slams the ground doing lots of damage but killing you in the process. The gun might as well be a nerf gun. The hitboxes are a 50/50." This review treats that complaint as fair and significant: it comes from reviewers who otherwise praise the game's concept and presentation, suggesting combat is a genuine design weak point rather than a matter of taste.
A fair, repeated complaint about the cart-based inventory system
This review also found a fair, widely repeated complaint about the game's core resource-management mechanic, a pushable cart that doubles as the only crafting station and storage. "Good casual spook but don't expect to progress because you will be stuck hunting for rocks... We spent what felt like a thousand years trying to figure out that YOUR CART is the CRAFTING TABLE. You can only hold one item at a time, and you cannot put things in your pocket/inventory, there is none," reads one review. A separate reviewer echoes the same frustration from a different angle: "the whole collecting system is not smoothe, its enoying that you can only pick one type of an item at a time, especially when youre cart gets knocket over by a creature... and everything gets spilled on the ground." This review treats that complaint as fair: a single-item-at-a-time carry limit paired with a fragile, frequently-tipped cart is a design choice that several reviewers found more tedious than tense.
A specific, serious complaint about lost multiplayer progress
Beyond design friction, this review found a specific, heavily-upvoted complaint describing a serious cross-session bug. "While exiting multiplayer games, only the host keeps their gear for next time on a SAVED game. Everyone else in the lobby loses all equipped gear as they are loaded in as a fresh character with nothing. WHAT KIND OF MECHANIC IS THAT?" reads the single most-upvoted review in this review's full English sample. This review treats that complaint as fair and serious: for a co-op game built around shared progression, non-host players losing all their gear between sessions is a significant technical failing rather than a design disagreement, and its prominence in the review sample suggests it affected a meaningful share of players.
A fair complaint about inconsistent weapon and armour balancing
This review also found a fair, specific complaint about the game's itemisation. "The balancing is garbage, every monster does so much damage to you - we thought progressing we would get better weapons and I kid you not we found a RIFLE with the description 'Powerful rifle' that did the exact same damage as the best spear you can craft at the start," reads one review, which separately notes that heavily-armoured characters still take enormous damage from early-game enemies. This review treats that complaint as fair: reviewers reporting specific, comparable numbers for weapon and armour performance suggest a genuine tuning gap rather than a perception issue.
Achievement data suggests a strong core loop despite the rough edges
This review's own check of Steam's global achievement data shows the large majority of players, 97.9%, complete the game's opening steps, with 76.9% and 76.5% reaching two early milestones. That figure falls more steeply through the mid-game, settling around 20-30% for several biome and boss-related achievements, before dropping to single digits for the game's ending and to a fraction of a percent for its hardest challenge runs. This review reads that curve as broadly consistent with reviewer accounts: a strong, inviting opening that holds a majority of players through several hours, with a meaningful but not overwhelming drop-off as the game's rougher combat and balancing issues start to bite.
Final verdict
MAZEBOUND: Hunt, Gather, Run! succeeds most clearly as an atmospheric, creature-driven co-op horror experience, earning real enthusiasm from reviewers who single out its dread-inducing setting and varied monster roster as genuine strengths. Its clearest weaknesses are a fair, repeated complaint that combat lacks depth, a fair, repeated complaint that its cart-based inventory system creates tedium rather than tension, and a specific, serious complaint about lost gear for non-host players in saved multiplayer sessions. For fans of co-op survival horror who prioritise atmosphere and creature variety over combat depth, this is a reasonable recommendation with open eyes about its rough edges; players wanting tight, skill-based combat should wait for further patches.
Pros and cons
Pros
- Widely praised for a genuinely creepy, immersive atmosphere, with multiple reviewers specifically comparing the experience favourably to The Forest.
- Praised for a large, varied monster roster, each with distinct behaviours and threats, giving encounters real variety across a full run.
- Reviewers with dozens of hours report a satisfying difficulty curve across the game's biomes when played with friends.
- This review's own check of achievement data shows a healthy share of players reaching the game's midpoint content, suggesting the core loop holds attention past the opening hour.
Cons
- A fair, repeated complaint reports combat lacks depth and skill expression, reducing most encounters to circling obstacles rather than meaningful decision-making.
- A fair, repeated complaint reports the cart-based inventory, which can only carry one item at a time and spills when knocked over, is a persistent source of frustration rather than tension.
- A specific, high-vote complaint reports that non-host players lose all equipped gear when rejoining a saved multiplayer game, a serious cross-session progression bug.
- A fair complaint reports weapon and armour balancing feels inconsistent, with upgraded gear sometimes performing no better than starting equipment.
Screenshots
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MAZEBOUND: Hunt, Gather, Run!Image: Absam Studios via Steam -
MAZEBOUND: Hunt, Gather, Run!Image: Absam Studios via Steam -
MAZEBOUND: Hunt, Gather, Run!Image: Absam Studios via Steam -
How the review scores each part of the gameWanderer Editorial -
The specs at a glanceWanderer Editorial -
The short versionWanderer Editorial