Horizon Nexus

Pocket Maze

Draw the maze, draft towers and relics, survive the run — roguelite tower defense for one thumb.

About This Game

Pocket Maze is a roguelite tower defense built around one twist: there's no fixed maze. You start each run with four tetromino-shaped blocks, and every wall the horde has to walk around is one you dragged into place yourself. Drop a block and the enemy path reroutes live — draw a longer, tighter maze and you buy your towers more time to fire; leave the board too open and the horde reaches your Core before wave 12 is anywhere close. It's a one-thumb game start to finish: no menus to dig through mid-run, just drag, drop, and decide.

How to Play

Drag from anywhere on the board to aim a block, then let go to drop it — the game reads the piece by its center of mass, so it lands where the middle of your gesture points, not the corner. Placed blocks double as tower plinths: tap one to mount a tower on it, tap again to sell or upgrade.

Five tower types cover different jobs. Pulse is your cheap, fast bread-and-butter single-target; Mortar lobs a splash shell for swarms; Frost barely damages anything but halves enemy speed in an area; Tesla arcs lightning between up to three targets; Railgun trades a slow reload for a long-range, heavy hit that punishes armored tanks. Clear a wave and you're offered three relics to choose one from — permanent run-wide upgrades that stack for the rest of the run.

Strategy Tips

  • Mortar and Tesla earn their cost against groups — Swarmlings and Splitters flood in from wave 4 on, and one well-placed Mortar covering a corridor often outperforms three Pulse towers spread across the board.
  • A single Frost tower ahead of a hard hitter is worth more than its damage stat suggests — half speed means double the shots every other tower gets off before a target reaches your Core.
  • The Brute Boss (wave 6, 900 HP) and the Overlord (wave 12, 2,600 HP behind a 400-point shield) both walk whatever maze you built — a long, folded path is reliable damage-over-time against a boss in a way raw tower firepower alone isn't.
  • Bulwarks (wave 7+) carry a 30-point shield that has to be burned down before real damage lands — a Tesla's chain hits can strip shield off multiple Bulwarks in one arc rather than committing a hard-hitter to just one.
  • Economy relics like Bounty Chips and Compound Interest compound quietly — taking one early usually outperforms a flashy damage relic once wave 8+ starts throwing armored Tanks and shielded Bulwarks that eat raw damage without dying fast.

Daily Seed

Every day resets a shared seed — the same block sequence and wave order for every player, worldwide, so a Daily Seed run is a fair head-to-head rather than a random one. Finish a run (win or lose) and the game hands you a shareable score card with your wave reached, score, and — on a Daily run — your current streak, ready to drop into a chat without spoiling anyone else's board.

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