Warren

Warren: design

What the game is meant to be, and the decisions that shape it. The README says how it is built and run; this says what it is for. Where the two disagree about the game (not the code), this one wins. Keep it current: when a decision changes, change it here.

The idea

You wake in a wide grassy clearing walled in on every side by a maze that was not built for people. Up to four friends wake with you. Find the way out.

After The Maze Runner (the Glade, the walls, the Grievers, the sprint) and Labyrinth (a maze with rules of its own), seen and lit like Inside. A secret cart in the Scareathon arcade (code MAZE), played in landscape.

Pillars

  1. Built for something bigger. The maze dwarfs you. Walls are huge, high, thick and damp; gaps through them are slots you squeeze through; the clearing is vast. Scale is the main feeling.
  2. Quiet dread, not combat. You cannot fight what hunts the maze. You run, hide, climb and get out. Being caught costs you ground (back to the clearing), not the game.
  3. Together, close by. Friends in a room run the same maze, hear each other only when near, and lose each other round corners.
  4. Every maze new, every maze fair. Mazes are generated from rules, a fresh one each round, the same for everyone in a room. Rules, not hand edits, are how the maze changes (hand layouts are possible, but the rules come first).
  5. Landscape first. Laid out, played and checked in landscape (1280x720), with mouse and keyboard, a gamepad, or touch on a phone held sideways. It must still run smoothly in a phone browser, and still fit a portrait window.

Look and feel (the art direction)

The maze

Shape

Square rings round the clearing, middle out, each walled off from the next but for its gates. Only the first ring is built so far; the others are planned. The way out of the last ring is the exit, marked by a pale light standing up past it.

The plan is a grid of 14 m cells. Walls stand on the lines between cells. Every ring has its own style (MazeStyle), which is where the rules live, and which can be changed per ring in the editor (MazeLayout.styles).

The clearing

Ring styles

  Avenues (ring 1) Narrows (ring 3) Tangle (ring 3, planned)
Depth 6 cells (outside the clearing wall’s 3 of solid stone) 4 cells 4 cells
Halls 2 cells wide (about 16 m between walls) 1 cell 1 cell
Walls 12 m thick, 34 m high 3.2 m thick 3.2 m thick
Passages go on straight half the time; no extra branching; no loops winding, forking branching often, many loops
On the walls climbable ivy up a tenth of the faces (a third to two-thirds of the way up, never to the top), vines hanging from some of it, vines strung across an eighth of the halls (walked as tightropes from a buttress with ivy up it; the act button cuts one into two hanging vines) terraces, ivy, vines, rope bridges as Narrows

What a style can set: depth (cells), hall width (cells), wall thickness, its border wall (the wall round its outside: how high, and extra cells of solid wall thickening it on the far side), how often passages go straight, how often they branch, how many loops, narrow entrances (a passage of some length from each gate) and doorways (a slot through a gatehouse), and the share of walls with terraces, upper terraces, rope bridges, ivy to the top, vines on terraces, wall-top bridges and wall-top vines.

Because walls are thick, any opening one cell long through a wall is itself a slot (cell minus wall thickness): that is how the gates become slots.

Ways up

Terraces of stone against the walls (steps for a giant: 6.5 m and 13 m), ivy to climb their faces and sometimes on to the wall top, vines to catch with a jump and swing on, rope bridges across halls and between wall tops. Which a ring has is its style’s choice. The wall tops are a second level you can travel along.

Players

What hunts the maze

Who else is in the maze

Added 2026-10-18 at the user’s request (“npc runners”): other boys in the maze, after the Gladers’ Runners, run by the computer. They are the same boy as the players, on the same controller and rig, in muted shirts no player has, so they read as others but plainly the same kind of person. Each knows his own section (ring) and stays in it.

Not everything that lives here hunts (added 2026-10-18: “there should be non hostile regular deer and elk”). Herds of ordinary white-tailed deer (a buck, does, spotted fawns) and of elk (a bull, cows, calves) graze out in the clearing’s meadow, towards its corners and the edges of the woods (never the middle where everyone wakes, nor the ways to the gates), and a few stand in the halls. They graze and wander, lift their heads to watch you come, flick their ears and tails, and run off when you come near (deer stotting a few bounds with their white tails up, then away at a gallop; elk trotting, then galloping), and settle to graze where they stop; a bull bugles now and then far off. They catch nobody and are nothing to be afraid of, which makes the ones that are wrong worse. How many: ClearingStyle and MazeStyle, “Wildlife”. Each machine runs its own copy from the round’s seed, frightened by the same players, so they agree.

Wildlife

Not everything in the clearing and the maze is a threat. Added 2026-10-18 at the user’s request (“there should be non hostile regular deer and elk and chicken as well. Some should be in the clearing”):

What lies about

Added 2026-10-18 at the user’s request (“there should be grappling hooks, backpacks, spears, torches to find, and other abandoned loot through the clearing, and abandoned (or occupied) campsites”). Others were here before you, and left things behind. They are tools to get away with, never weapons (pillar 2): nothing found kills, or even hurts, what hunts the maze. A spear buys a moment; a torch keeps the small things off; a flare sends them looking elsewhere.

Each lies in the grass or the mud with a small glint now and then off it (wet metal, a bit of glass), never lit up like a prize. The act button near one takes it (the boy stoops for it); “E TAKE THE TORCH” at the foot of the screen says so. Two slots, four with a backpack; tap a slot (or 1 to 4; on a pad the d-pad and Y) to take a tool into your hand or put it back, or to read a map or hang a ladder; DROP (X) puts it down. With something in your hand you cannot take hold of ivy or a vine, so walking into ivy puts it away for you. Held, a torch is held up, a spear carried point up and levelled over the shoulder to throw, the hook’s coil hangs from the hand; the backpack is worn.

Where (the rules, ClearingStyle and MazeStyle “What lies about”): in the clearing, a set number of each (one hook, backpack, flare, map and ladder, two spears and two torches by default), among the edge of the woods, in the tall grass, by the pond and out in the field, never within 40 m of the middle where everyone wakes nor near the ways from the middle to the gates; the grass is trodden thin round each. In the maze, six in each square section’s halls, in the ends of halls first (the cells with the most walls), never by its gates; mostly flares, maps and torches. More lie by the camps. Placed from the round’s seed: everyone in a room finds the same things in the same places.

Together: only the room’s maker says who gets what (a guest asks); taken, it is gone for everyone. What anyone holds is seen in their hand; what is dropped or thrown is seen to fall and lie; torches lit and out, campfires lit and ladders hung are seen by all. A guest’s spear asks the maker to stagger what it hit.

Camps

Playing together

Performance rules

Not decided or not done