
Steam news
Full Steam announcements and update articles for this title.
The game has been patched to fix a bug.
Fixed a bug where the buttons in the Options menu could sometimes be duplicated on macOS
Fixed a typo in the credits
The game has been patched to fix a bug.
Fixed a bug where graphics settings sometimes weren't being set properly on macOS
The game has been patched to fix a bug.
Fixed a bug that caused linebreaks to not always function properly if the language was set to Simplified Chinese, Traditional Chinese, or Japanese
The Steam Awards are happening! If you want to vote for Maze Mice, please consider the Sit Back and Relax, Best Soundtrack, or Best Game on Steam Deck categories.
Any and all votes are always appreciated!
-Dan
Luck be a Landlord and Maze Mice will be at MAGFest 2026! I'll be showcasing my games as part of the MAGFest Indie Video Games Showcase (MIVS), so stop by my booth if you're attending the convention in January!
Hope to see you there, -Dan
The game has been patched to fix a bug.
Fixed a typo in the LatAm-Spanish description for Money that caused the syntax to break
The game has been patched to fix a bug.
Fixed a memory leak that could happen while playing for extended periods of time
The game has been patched to make unlocking 100% of the achievements less grindy.
Made it so that once a difficulty is unlocked for a character it is unlocked for all characters (instead of just being unlocked for that character)
Re-arranged where the "Unlocks" stat is on the Stats screen
The game has been patched to balance a few upgrades.
Banana's area increment is now 10% (instead of 5%)
Bomb's fuse decrement is now 0.025 seconds (instead of 0.1 seconds)
Bomb's cooldown decrement is now 1 second (instead of 0.8 seconds)
Rubber Band's base damage is now 300 (instead of 250)
Rubber Band's damage increment is now 150 (instead of 125)
Wheel's cooldown is now 10 seconds (instead of 5 seconds)
Wheel's cooldown decrement is now 1 second (instead of 0.5 seconds)
XP dots outside the bounds of the maze are now auto-collected
Banana, while powerful at high levels, felt lacking at low levels. Doubling the area increment will make more than a single level in Banana more appeeling appealing.
Not being able to reduce Bomb's cooldown below 2.4 seconds was a calculation oversight on my part. Some players also correctly pointed out that reducing the fuse timer to 0.1 seconds made the upgrade less powerful, since it hit fewer enemies on average. These changes will help make Bomb more powerful when putting several levels in it.
Rubber Band was not very powerful even when slowing down to try and get maximum value out of it. These damage increases will reward players for using Rubber Band efficiently.
Wheel, when used effectively, was simply too powerful. I still want the playstyle to be possible, but players shouldn't be able to select Speedy and run a single direction all game. Doubling the cooldown at level 1 will make Wheel runs less trivial.
Please let me know your thoughts either in the comments or in the official discord!
-Dan
P.S. Eagle-eyed players may notice we skipped a version number. In actuality, v1.0.10 was only seen by internal testers and just had changes for the upcoming mobile version. If it appears that a version number was skipped, it's going to be for a reason like that going forward.
The game has been patched to fix a few bugs.
Added maze icons to the Game Over screen
Removed some files that were accidentally added from the upcoming mobile port
Fixed a bug where some buttons weren't animating properly when pressed
Fixed a bug where glitched diacritics could appear if the language was set to Arabic and the font was set to NotoSans
Fixed a bug where the difficulty text for Tumbleweed, Nori, and Lefty was offset incorrectly if the language was set to Arabic
Fixed a typo in the Polish translation
The game has been patched to fix a few bugs.
Fixed a bug where resetting controller inputs sometimes wasn't working properly
Made multiple improvements to the Arabic translation
The game has been patched to fix a bug.
Fixed a bug where the wrong string was being displayed for cooldowns if the language was set to Korean
The game has been patched to fix a few bugs.
Fixed a bug where upgrade description text could sometimes clip out of the upgrade cards if the player had Dictionary
Fixed a typo in the Turkish translation
The game has been patched to fix a few bugs.
Fixed a bug where upgrade selection text could appear on the game over screen if the player leveled up on the same frame as defeating the boss
Fixed a bug where Marbles spawned off-center if the player had Banana
Removed redundant syntax value tags (this will slightly improve performance)
The game has been patched to fix a few bugs.
Fixed a bug where Money wasn't removing itself properly if auto-pick was enabled
Fixed a bug where the status text on defeated enemies displayed incorrectly for a frame
Fixed a few typos in the Traditional Chinese translation
The game has been patched to fix a few bugs.
Fixed a bug where Money was giving an extra quarter-level or so
Fixed a bug where Money gave too many levels if Auto-Pick was enabled
Fixed a bug where Dictionary gave too many levels if Auto-Pick was enabled
Fixed a bug where Dictionary could be picked more than once if Auto-Pick was enabled
The game has been patched to reduce potential lag.
Made it so that weapon effects are combined if there are 100 or more of the same type (this will greatly reduce lag in endless mode while keeping overall damage the same)
Added icons for maze unlocks
The game has been patched to fix a few bugs and make the mazes unlock sooner.
Made The Racetrack unlock 24 unlocks sooner
Made The Garden unlock 35 unlocks sooner
Made The Dream unlock 14 unlocks sooner
Fixed a bug where upgrade description text could clip outside of the upgrade card if the resolution was set to 1920 x 1200
Fixed a bug where upgrade description text could clip outside of the upgrade card if the player had Dictionary
Fixed a bug where The Garden wasn't displaying correctly on the maze selection screen at some UI scaling/resolution combinations
Maze Mice has exited Early Access! With this update comes 154 unlockable achievements, a dynamic maze, and a new boss fight mechanic.
Hey everyone! As previously announced, Maze Mice is fully releasing with this update. I can now say I'm satisfied with the game and feel it's ready to be called "v1.0." I'll never say never to adding more content, but that's relatively unlikely given the game hasn't made back its development costs.
I realize the game only being in Early Access for about two months looks a little strange. The main reason for this is that my talented collaborators on this project got work done much faster than I thought they would. A good problem to have!
I had decided Mace Mice's Early Access release date pretty far in advance, but rather than doing Early Access at all, the smarter decision probably would've been to wait a few months and release the game normally. I still have a lot to learn about being an independent game developer, but I get to do that thanks to all of your support!
I appreciate all of you sticking with me as I learn and improve, and I apologize for any confusion caused by the short Early Access period.
-Dan
Added a dynamic unlockable maze
Added 154 unlockable achievements
Added an HP bar to the Boss
Each Boss life now has 1,000 more HP
Collecting big XP dots now deals 500 damage to the boss
These changes were primarily implemented to encourage players to collect big XP dots -- and as a result, spawn more enemies -- during the boss fight. Players can still ignore the XP dots if they prefer to do so, but now it'll take much longer and be more challenging to defeat the boss while playing this way.
Please let me know your thoughts either in the comments or in the official discord!
-Dan
Fixed a bug where unmuting the game after starting a run but before moving would still cause music to play
Fixed a bug where the game could lag if a few hundred Toothpicks were active at the same time
Fixed a typo in the Turkish translation
The game has been patched to fix a few bugs.
Fixed a bug where enemy tails could clip through the foreground art layer on The Garden
Fixed a bug where XP dots could be uncollectable on The Garden
The game has been patched to add a new maze, new upgrades, upgrade balancing, community items, and more!
Hey everyone! As previously announced, this is the penultimate content patch for Maze Mice. The next content patch will coincide with the game exiting Early Access. You can read more about that here if you missed it:
Added another unlockable maze
Added 3 more unlockable upgrades
Added a music track for the boss fight
Added a longest game stat
Added an auto-pick button (it appears when the upgrade pool is limited to 2 or less upgrades)
Added Steam trading cards and community items
Boomerang's base damage is now 500 (instead of 400)
Boomerang's damage increment is now 250 (instead of 200)
Boomerang's XP gain is now 2.5% (instead of 5%)
Fleas' base damage is now 3 (instead of 4)
Marbles' cooldown is now 9 seconds (instead of 10 seconds)
Recycling's cooldown is now 25 seconds (instead of 30 seconds)
Recycling's cooldown decrement is now 2.5 seconds (instead of 3 seconds)
Rubber Band's damage increment is now 125 (instead of 100)
Snowball's base damage increase is now 0.2% (instead of 0.1%)
Sunflower Seeds' cooldown is now 40 seconds (instead of 30 seconds)
Sunflower Seeds' cooldown decrement is now 4 seconds (instead of 3 seconds)
Thumbtacks' ammo increment is now 20 (instead of 15)
Toothpicks' base damage is now 5 (instead of 8)
Toothpicks' damage increment is now 5 (instead of 8)
Toothpicks' cooldown is now 12 seconds (instead of 10 seconds)
Zen now only appears if 5 or more upgrade slots are filled
Boomerang made gaining multiple levels more trivial than I would like. Reducing the XP gain while increasing the damage will make the upgrade a bit more risky to take at early levels, while still being strong at later levels.
Fleas were able to deal a large amount of damage to the boss very quickly if obtained early in a run. Reducing the upgrade's base damage by even a single point will help bring it in line due to its exponential nature.
Marbles and Recycling were less powerful than I'd like them to be, but not by a large amount. Slightly reducing their cooldowns will make them more viable. The same goes for the damage increases for Rubber Band and Snowball, as well as the ammo upgrade for Thumbtacks.
Sunflower Seeds made it too easy to effectively stockpile HP above the player's maximum HP. While this strategy is still something I'd like to allow, increasing the cooldown of the upgrade will prevent it from being too powerful.
Toothpicks could easily make the boss fight trivial, while still frequently one-shotting enemies at early levels. It's for this reason that they've received the most drastic nerf among all the upgrades changed.
Zen was frustrating to see when the player had only a few upgrade slots filled. I suspect making Zen only appear with 6 or 7 upgrade slots filled would be too powerful, so this is a good middle ground.
Please let me know your thoughts either in the comments or in the official discord!
-Dan
Maze Mice will receive The Garden Update on June 20th at 1PM EST and will exit Early Access with The Dream Update on July 11th at 1PM EST.
Hey everyone! First off, thank you to all the wonderful people who have played Maze Mice while it's been in Early Access. Your feedback has been vital to making the game the best it can be. That being said, the game won't be in Early Access for much longer, as the majority of the game's unreleased content will be ready much sooner than I expected!
2 mazes (the second of which has a layout that changes during gameplay)
3 upgrades (1 weapon, 2 utility)
~150 achievements (these will unlock retroactively)
A music track for the boss fight
An auto-pick button
Steam trading cards
Upgrade balancing
These updates will bring the game to the state that I promised it would be at by the end of Early Access, and then some.
After exiting Early Access, Maze Mice might receive some more content updates, but it is not incredibly likely as the game is still very far from making back what it cost to have it made. This might change though, you never know! I might do a blog post down the line breaking down the game's budget, so consider subscribing to my newsletter if you're interested in seeing that.
As always, thank you for reading and for your continued support of my work. If you have any questions, feel free to ask them and I'll do my best to answer.
-Dan
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Maze Mice, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Maze Mice statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.