Enter the Labyrinth of Khaos

A Greek-themed journey where fate meets agency. Experience controlled randomness, modular 3D labyrinths, and mythic trials. Our Proof of Concept is complete — full release is on the horizon.

About the Project

Labyrinth of Khaos is an upcoming indie game set in a Greek myth-inspired world. It blends mystery with systems of controlled randomness to create emergent challenges and replayable paths through a modular 3D labyrinth.

This project is by three Kantonsschule Baden students: Vineet Nair, Rafael Texeira da Silva, and Nino Siegenthaler. The game’s Proof of Concept (PoC) is complete and demonstrates our core mechanics and tone.

Literature Review & Findings

We studied randomness in video games—how it shapes fairness, strategy, and player psychology. Our review covers input vs output randomness, the information horizon, ethical considerations around loot systems, and how random stat-based upgrades influence agency and replayability.

Guiding Questions

  • How is randomness used as a design tool and for what purpose?
  • What are the differences between input and output randomness, and when should each be applied?
  • How can randomness be managed to maintain fairness, enjoyment, and strategic depth?

Key Findings

  • Input randomness (before decisions) preserves agency and planning.
  • Output randomness (after decisions) adds tension but can reduce perceived control if overused or opaque.
  • The information horizon must be readable; timing and boundaries of chance should be clear.
  • Transparent systems (dice/cards, visible odds) mitigate perceived unfairness.
  • Pity systems can safely buffer unlucky streaks without removing excitement.
  • Random stat-based upgrades create fair variety and support replayability when presented as informed choices.

Terminology

  • Input vs Output randomness
  • Information horizon; spiky information flow
  • Procedural vs modular procedural generation
  • Variable-ratio rewards; loot boxes; pity systems

Game Design: Greek Motifs and Systems

Modular 3D Labyrinth

We assemble handcrafted rooms (up to six exits: N, S, E, W, Up, Down) to build unique labyrinths. This preserves authored clarity and Greek architectural motifs (colonnades, pavilions, mosaics) while ensuring replayability.

Gravity Manipulation

Reorient gravity to traverse vertical shafts, flip perspectives, and unlock routes. This echoes mythic trials—rethinking space and strategy to overcome divine challenges.

Enemies & Combat

Deterministic combat (no random hit/miss) protects fairness. Enemies create complementary pressures: basics (melee/ranged; poison variants), turrets (area denial; elite variants), summoners (waves).

Progression & Upgrades

  • Deterministic core stats (health, armor, melee/ranged power & speed, movement, mobility).
  • Special upgrades (qualitative shifts) and cooldown-based actives.
  • Random stat-based upgrades via a scrap option: risk–reward, input randomness, higher variety.

Balance & Pacing

Interlocking systems: vertical layouts shape enemy pressure; upgrades shape response; a pity system smooths streaks in rewards without removing tension.

Why a Greek Theme?

Greek myth embodies fate vs agency. The labyrinth, laurel, and bronze–marble palette reinforce our core tension: chance frames the trial; choice determines the outcome.

How We Made It (Methodology)

We organized work across Game Design, Programming, and Non-programming (literature review, questionnaire design, playtesting). We adopted practical Blender workflows and an export pipeline to Unity.

Blender → Unity Workflow

  • Modeling toolkit: Extrude, Loop Cut, Bevel, Knife; proportional editing.
  • Modifiers: Solidify, Subdivision, Mirror, Boolean for fast, non-destructive iteration.
  • UV mapping, materials (Principled BSDF), procedural marble/stone/wood/bronze textures.
  • Rigging & animation: Armatures, weight painting, concise clips (idle/move/actions).
  • Export via FBX with correct normals/scales; verify import in Unity.

Authored Content

  • Ramps at 45°, 35°, 25°; stairs at 45°
  • Greek pavilion-like platforms; vase forms; characters
  • Handcrafted room modules with consistent exit positioning for modular assembly

Programming the Labyrinth

Our generator assembles rooms on a grid using exit-compatibility checks. Room names encode exits (e.g., 2LR) for fast filtering. We grow until a minimum room count is met, then switch to a closure phase to seal remaining exits.

Highlights

  • Up to 63 exit configurations; rotations handled in-engine.
  • Neighbor validation ensures consistent connections.
  • Chest rooms and a pity-aware reward flow to avoid long low-roll streaks.

Why Modular, Not Fully Procedural?

Modular generation retains authored readability, Greek motifs, and careful difficulty curves—while supporting variety and replayability.

Design Hypothesis

We exclude output randomness in combat and favor input randomness in level assembly and rewards. The information horizon guides when surprises appear, and a pity system softens streaks without removing tension.

Playtesting Results and Interpretation

We tested with 12 participants (7 “Noobs”; 5 “Pros”). Selected outcomes:

What Went Well

  • Agency & Clarity scored well—players felt choices mattered and randomness framed scenarios.
  • Deterministic combat supported fairness and reduced frustration vs output randomness.
  • Random stat-based upgrades were engaging as input randomness.

What Needs Work

  • Fairness sensitivity to timing of randomness—poor timing reduced perceived fairness.
  • Replay variety limited by the number of handcrafted rooms.
  • Bugs increased frustration in edge cases (e.g., enemies stuck in geometry).

Interpretation: The results support our thesis—favor input randomness, keep combat deterministic, make constraints visible, and use pity carefully. Increasing room variety and polishing edge cases will lift fairness and replay scores.

PoC Status & Roadmap to Release

Status: Proof of Concept is complete. We’re expanding content, polishing systems, and preparing an early playable build.

Game Files & Upload Slots

Documentation

Team

A project by three Kantonsschule Baden students:

Contact

Questions, ideas, or collaboration? Send us a message.