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THE STORY SO FAR

Development journal

How a maze adventure takes shape, step by step.

Last updated: Dates refer to when development took place.

1v1 maze-building screen
A screen from a build in development. Mazes, names, scores and inventory counts are examples.Select the image to enlarge it

Backgrounds and characters: artwork adopted for the game

Three Seekers, one practice maze

We built a practice maze for the three Seekers to explore while the Maker draws the course in a 1 vs 3 match. Watch out for fire and warp traps as you collect three keys. When the key holders meet at the door, the way to the goal opens.

Learn by drawing your first maze

The first-time guide now lets you trace a path on the board and experience a trap while exploring. The next control lights up so you can try each action as you go.

From maze building to match results in English

We added English text for maze building, exploration, trap effects and match results, along with an English title logo.

An overture above the clouds

The new 12-second opening begins above a sea of clouds at dawn. An orchestral overture and sound effects accompany the explorer’s encounter with the Maker on the way to the lobby.

Follow a trap from above in replay

The overhead replay now shows Seekers caught in fire or lightning traps and the spot where they land after a warp. You can trace their route back to the corner where the team split up.

Early play opens on TestFlight

We opened a public TestFlight invitation for players to try Maze Stadium on iPhone and iPad. You can find the invitation on the game page.

Full points for an overtime win

In a ranked duel, reaching the goal first in overtime now awards the same rank points as a win in regulation time.

One more step: overtime in 1 vs 1

Overtime has been added to 1 vs 1. If neither player reaches the goal within 90 seconds of exploration, the race continues until someone does. Overtime lasts up to 180 seconds; a match still undecided then ends in a draw. Your rank appears during exploration and on the results screen, while the introduction brings both players’ names and ranks face to face. We are refining the contest ahead of release.

Rewarding the discovery of keys and the door

Ranked 1 vs 3 now includes cooperation points for helping the team find its way out. The first player to pick up each key earns 2 points, and the first finder of the door earns 3. In normally concluded matches, those discoveries count whether the team wins or loses. A door-discovery announcement and an engraved score breakdown make each player’s contribution easier to look back on.

Follow the action in replays

The whole-maze replay now shows the explorers seen during play, with switches for “Overview” and “Follow.” Watch the routes across the board or move closer to follow one Seeker. Wooden signs and paper records organize the replay library, bringing together results, participants, score changes and item use so it is easier to choose a match to revisit.

Take your progress to another device

Optional Game Center linking has been added to the Player ID system. You can begin playing without linking an account, or choose to restore your player through the same Game Center account. Alongside restoration using a private Transfer ID, this provides a clearer route for carrying results and inventory to another device. Device settings and locally saved replays are explained separately from transferable progress.

Lives and items at a glance

Hearts in the lobby show how many lives you have for your next matches. The inventory brings the telescope, hoop and shield together so you can see what each one does and how many you have.

A trophy inscription for every victory

The end of a match is now marked on a garden trophy. The winner’s name appears on a brass plaque, followed by a score breakdown and a key moving along a garden path toward the next division. A glowing gate and emblem mark promotion as another step toward the next challenge. A tap can complete the ceremony early so you can read the finished result.

The result screen with a trophy engraved with the winner’s name, points and rank
Results screen from development. Names and scores are examples.Select the image to enlarge it

One step toward the next division

Each of the six ranks now has four divisions, from IV to I, with 200 points between divisions. The lobby and results screen show where you stand and how far remains to the next division. Scoring in 1 vs 1 centers on the outcome and the opponent’s rank tier, giving everyday matches smaller milestones as well as the larger ranks to aim for.

Plan in 90 seconds, cooperate with a quick message

Maze creation in 1 vs 3 now brings paths, traps and keys into the same 90-second period, with free switching between them. Seekers can also send preset messages to teammates. Choose three of eight options, including “I found a key!” and “Meet at the door!”, to share a quick message during exploration. These changes give Makers more ways to plan and Seekers more ways to cooperate.

Gather three keys and open the door together

We added three keys and a locked door to 1 vs 3. The Maker places keys in the maze, and the Seekers search together. Once all three have been found, their holders gather at the door to unlock it. One Seeker reaching the goal wins for the entire team. Glowing keys, overhead markers and a door-opening sequence help communicate discoveries and the need to gather.

A match begins beyond the clouds

We refined the introduction that leads from clouds over the garden into a match. Ranked play moves from a screen of golden light to a VS introduction of the roles and opponent. Hints accompany the wait, and friend matches use a shorter cloud sequence. The journey from the garden to the maze now shares in the anticipation of a new match.

Adding a shield and a magical warp

We added Invincibility, which lets a Seeker block trap effects for two seconds once per match. Choosing when to use it can help when crossing a dangerous route. Warp gained a short magic-circle sequence, lightning gained a shake, and traps gained sound effects. Together, the visuals and sound make events clearer and add to the choice of when to use a tool.

Light and petals for the end of a match

Soft light and petals now appear behind the characters to match the result: golden sparkles for a win, pale blue for a loss, and a gentle glow for a draw. The view slowly moves closer to the character, then becomes still so you can read the result and choose what to do next. A little lingering atmosphere for the end of a garden match.

More ways to outwit your opponent with branching paths and traps

Maze creation gained branches that can join existing paths or be erased. If a finger leaves the board, the valid part of the path is kept and confirmed on release. Fire, lightning and warp traps, along with a hoop that crosses one wall, add more ways to combine routes and tools while imagining how an opponent will move.

Refining match replays and the garden scenery

Replay controls now let you switch between the Maker, Seeker, and whole-maze views, pause, change speed, and jump to a moment in the match. We have also added displays for trap and Hoop events. Matching the colors and connections between the board and flower beds, and adding depth to the distant forest and village, helps bring the garden scenery together.

Making it easier to start and continue playing with friends

We simplified the route into friend matches: choose 1 vs 1 or 1 vs 3, create a room, or join with an invitation code. In 1 vs 3, the host can choose who becomes the Maker. After a match, the same group can be offered a rematch and choose roles for the next maze. The aim is to make it easier for gathered friends to keep playing together.

Adding music to the garden adventure

We selected and integrated 14 pieces of music for preparing in the lobby, building mazes, finding the exit, and reaching a match result. Their sound pairs the brightness of the garden with anticipation and the tension of exploration. Changes tied to the time remaining in a match help the music follow the mood of each scene.

Building rankings, seasonal goals, and player IDs

We developed rankings and seasonal goals in three divisions: 1v1, 1v3 Maker, and 1v3 Seeker. The lobby shows your current rank and progress toward the next tier. Player IDs that can be used without linking an external account, together with a transfer system, help carry your match history forward to the next challenge.

Bringing the garden world into the menus

From entering the lobby to choosing a match or changing settings, we brought the screens into the same garden world. Menus with wood, paper, and gold textures now include illustrations and explanations of Makers and Seekers. We also refined backgrounds, buttons, and back-navigation placement, including the Maker work board, to give a sense of the adventure ahead.

Moving toward smooth walking through the garden

Tilting the stick now lets you keep walking. Lift your finger to stop anywhere along a path, or move diagonally to follow a hedge around a corner.

Putting the core maze-building and exploration loop in place

The first playable loop started with drawing a path, entering the maze to find the exit, and watching the match back in replay. That was the beginning of both modes: duels in which players swap mazes, and team matches in which three Seekers explore one Maker’s maze.

The screenshots in this journal show the game in Japanese.