Guide the blue dot from the top-left corner to the green square at the bottom right. Every maze has exactly one route.
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How to play
Move with the arrow keys or WASD, the on-screen arrows, a swipe on the maze, or by dragging the blue dot along the corridors. With “Glide to the next junction” on, one press runs the dot along a corridor — around its bends — until it reaches a fork, a dead end or the exit, so long passages take one move of your finger. Levels start at 5×5 and add a row and column each time you finish one; Free play offers four fixed sizes and a fresh maze on every shuffle; the Daily maze is the same for everyone on the same date. The timer starts on your first move, and your best time for each maze is kept in this browser only.
The mazes are what mathematicians call perfect mazes: every square can be reached from every other square, and there is exactly one route between any two of them — no loops, no cut-off pockets. They are built by a random walk that carves a passage, backs up when it gets stuck, and carves again until every square has been visited. That is why the start and the exit are always connected, and why the shortest route shown at the end is also the only route that does not double back.
Each maze comes from a number called a seed, so the same size and seed always give the same maze. Levels and the daily maze use fixed seeds, which means a friend on level 12 is walking the very same corridors you are, and “Copy link” hands someone exactly the maze on your screen.
Strategies that actually help
Keep one hand on the wall. In a perfect maze, if you follow the left (or right) wall without ever letting go, you are guaranteed to reach the exit. It is rarely the fastest way, but it can never trap you.
Work backwards from the exit. Before moving, trace the corridors leading into the green square with your eyes. The last stretch of the route is often easier to see from the end than from the start.
Rule out dead ends. A corridor that ends in a single closed square cannot be part of the route. Mentally filling in dead ends from the outside shrinks the maze until only the path is left.
Use the light trail. Squares you have already visited stay tinted. If you find yourself back on a tinted square, you have taken a loop through a side branch — head into the branch you have not tried yet.
How the difficulty is built
Difficulty here is simply size. A 5×5 maze has 25 squares and a route you can see at a glance; a 32×32 maze has 1,024 squares, and its route usually winds through a few hundred of them. Because these mazes are carved by a random walk that runs a long way before turning back, they tend to have long, twisting corridors with relatively few side branches, which makes the glide control especially useful on big boards.
Levels grow by one row and one column at a time, from 5×5 up to 35×35, so each step is only slightly harder than the last. When the dot reaches the exit, the result shows how many moves you used against the shortest possible route; matching it with no hints earns a perfect-route star.
Fog mode: solving with a lantern
In fog mode you only see the squares within three steps of the dot, roughly what you would see walking a hedge maze at night with a lantern. You can no longer plan the whole route from above, so the wall-following rule and your memory of the tinted trail become the main tools. The exit square stays faintly marked so you always know which way is generally right.
Playing on a phone, and on paper
On a phone the maze fills the width of the screen and swallows swipes, so the page does not scroll while you play. A swipe always glides to the next junction, and you can keep your finger down and swipe again in a new direction. Dragging the dot itself moves it square by square along the corridor under your finger, which is the most precise control on large boards.
If you would rather solve with a pencil, the Maze Generator makes printable mazes in three sizes with a separate answer view, which is handy for classrooms, waiting rooms and long car journeys.
It is free and needs no account or download. Your unlocked level, settings and best times are stored only in this browser, so clearing site data resets them.
Can a maze ever be impossible?
No. Every maze is a perfect maze: all squares are connected and there is exactly one route from the start to the exit, with no loops. The game checks the shortest route with a breadth-first search when the maze is created, and that is the number shown when you finish.
What does “Glide to the next junction” do?
With it on, one key press or button tap keeps the dot moving along the corridor, following its bends, until it reaches a fork, a dead end or the exit. Turn it off to move exactly one square per press. Swipes on the maze always glide, and dragging the dot always moves one square at a time.
Is the daily maze the same for everyone?
Yes. It is generated from the calendar date on your device, so everyone who opens it on the same date gets the same 20×20 maze, and a new one appears after midnight local time. Because the date is local, someone in a time zone ahead of yours may already be on tomorrow's maze.
Do hints or fog mode change my result?
A hint marks the next few squares of the shortest route from where you stand for about six seconds, and the result screen counts how many you used; a perfect-route star needs zero hints. Fog mode does not change the maze or the scoring, it only hides the squares more than three steps away.
Can I print a maze or share this one?
“Copy link” creates a link with the maze's size and seed, and opening it shows exactly the same maze in Free play. For paper, use the Maze Generator, which prints mazes in three sizes on A4 with an optional answer view.