LAST CONTACTMaze Survival
Pixel art view of a dark ruined city at night, with one distant tower still lit in the atmospheric horror game Last Contact: Maze Survival

LAST CONTACTMaze Survival — Retro Roguelike

The Dark Is Watching

Explore. Listen. Escape.

Descend

The Story

Something answered the radio. Then the city went quiet.

The power died at 3:14 in the morning and never came back. By dawn the streets had rearranged themselves — blocks that led home now lead somewhere else, and the only thing still transmitting is a tower on the far side of the dead city.

No light, no map, no help coming — only collapsed avenues and whatever moved in after the people left. Somewhere in the ruins there is a torch; until you find it, the dark is the level. This is a stealth horror run through a labyrinth game that never gives you the same map twice. Walk carefully. The dark keeps track of you.

A lone survivor with a torch looks out over the ruined skyline of the dark city survival game, one tower window still glowing
The last lit window in the city. Everything between you and it is the maze.

The Loop

EXPLORE. LISTEN. ESCAPE.

  • Explore

    Every run builds a new roguelike maze: dead streets, gutted buildings, warehouses and caves under the rubble. Find a torch first — you do not start with one.

  • Listen

    Audio cues are how you survive. Footsteps, breathing and dragging metal tell you which way not to go, long before anything is visible.

  • Escape

    Reach the tower or lose your lives trying. Fall for good and the city is regenerated — the next maze is one you have never seen.

HEADPHONES STRONGLY RECOMMENDED

Sound is not decoration in this indie horror game — it is information. Audio cues are the difference between getting out and not getting out, and most of them are too quiet for a phone speaker.

Learn them and you will survive longer: the low hum before something turns the corner, the change in your own footsteps when the floor is about to give, the silence that means it has stopped moving and is waiting. Play it loud, alone, in the dark.

Bestiary

What waits in the dark

Different creatures lurk in the darkness, and nobody agrees on what they are. Some say they were ordinary men who went mad in the first weeks. Some say a sect had been waiting years for this exact day to take the country. Others are not from here at all — they came up from somewhere below, and they are the reason the streets stay quiet.

Pixel art monsters waiting in the dark streets of the city, including a shrouded figure, an antlered beast and a giant spider

Features

A retro roguelike built for long, tense runs

  • Procedural levels. Streets, buildings, warehouses and caves are generated every run — no memorised routes.
  • Three lives on normal. Lose them all and the city is gone for good, with the map, the gear and the progress.
  • Audio cues matter. Threats are heard before they are seen — sound is the only warning system you get.
  • Find your own light. You start with nothing. The torch is somewhere out there, and the dark does not wait.
  • Creatures with their own rules. Stealth horror that rewards watching a street before walking into it.
  • Multiple endings. How far you push, and what you carry, decides which ending the tower gives you.
  • Long runs, honest checkpoints. A save state drops you back at the start of your last map with the gear you had.
  • Fully offline. No connection needed, no interruptions mid-run — play it anywhere, on one thumb.

Screenshots

Inside the maze

Tap a screenshot to enlarge.

Cross the dead city. Reach the light.

Explore. Listen. Escape.