About Labyrnt
Labyrnt began with a simple question: what kind of game truly belongs on a watch?
The idea
When I bought my first Apple Watch, I was fascinated by how small, personal, and clever it felt. It reminded me of the excitement I had as a child with my first digital watch, pressing buttons, turning on the light, discovering tiny interactions.
Yet despite the potential, there were very few games that felt genuinely designed for watchOS.
The concept
I imagined the watch screen as a single maze cell. You do not see the whole maze, only where you are right now.
You swipe to move. One direction at a time. One decision at a time. That interaction felt natural, tactile, and perfectly suited to a small screen.
Building the game
I started with a simple web prototype, built in spare evenings and weekends. Over time, I refined the maze generator, the pacing, and the visual language, aiming for something engaging without being overwhelming.
Around that time, daily games like Wordle showed how powerful a small, shared ritual can be. I adopted that idea too: one maze per day, designed to be completed in 30 to 40 steps, usually within a couple of minutes.
A personal project
Over the years of building Labyrnt, life changed, including moments of deep sadness and later joy. Working on this project became a quiet form of therapy: something steady to return to, something creative and absorbing.
With time, care, and modern tools, Labyrnt finally became what I had imagined from the start.
Philosophy
- One maze per day, always free.
- No ads, no manipulation.
- Optional sign-in, never required.
- Designed pressure, not chaos.