
Minos is a maze-building roguelite where you, the fabled Minotaur, must defend your sanctuary from bloodthirsty adventurers. Design and re-design deadly labyrinths, set traps, and turn every brave fool into your next victim.
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 30 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Great game!! It is very fun. But I do not recommend this because of a few, really simple, bad design choice that can be easily fixed, but are also preventing me from putting any more time into the game. 1. Before starting a wave, highlight the path, highlight the player in the labyrinth and prompt, "Do you want to move to a safe place before starting the wave". I have yet to loose a map because I was overwhelmed or designed the labyrinth badly, but always because I forgot to move my guy to safety before starting a wave, and he just gets slaughtered. I'll spend 10 minutes building a great labyrinth for the wave, hit the button only to realize my dude is just standing there about to be killed. Every single loss has been because of this. 2. Get rid of the 2 mode prep thing. There is no reason for it. If I click in a mineable wall, mine it! If I click on a trap slot, let me select the trap to go there. All this swapping between "build" mode and "run around" is just stupid and fussing around with it makes the prep so much less fun.
Minos is a roguelite tower defence game where player character Asterion, a minotaur who lives in a labyrinth, must protect his lair from adventurers who have been sent to kill him by King Minos. [h1]Gameplay (high quality)[/h1] • On each floor of the labyrinth you’ll need to build a maze by digging out blocks of dirt and placing walls to shape the adventurers’ path, forcing them to trigger your strategically placed traps. • Your goal is to kill as many enemies as possible with traps, and then have Asterion finish off the remaining survivors in melee combat. However, you need to be careful, because if the minotaur dies, you’ll have to start again from the first floor, and you could get overwhelmed when fighting multiple enemies, especially at the start of the game. • As you progress further through the labyrinth, you’ll earn XP which will allow you to unlock various permanent upgrades, making future runs easier. Increasing Asterion’s health and damage will allow him to survive melee combat against more powerful enemies. Increasing energy will let you expand the maze quicker. You’ll be able to start each maze with more traps, and earn new traps quicker. Most traps can only be placed in special tiles which have fixed locations on each map, so when you unlock the ability to create new trap tiles in any location, this opens up lots of tactical possibilities. • My favourite traps are the floor spikes which trigger when stepped on, the ballista which fires in a straight line when an enemy steps in front, the lure trap which makes a noise to draw an enemy towards it before chopping them with a massive sword, and the backstabber which hits the last enemy in a group (useful if the lowest health enemy is at the back). There are more complicated traps such as a fire trap which deals damage over time, doors that can close to split groups into different paths, boulders and poison gas which can be linked to pressure plates. But I didn’t need to use them because I found a tactic that was simple and effective, so I just stuck with it. • There are various enemy types with special abilities allowing them to attack Asterion from range, avoid floor traps, ignore lures, disable traps, bypass parts of the maze by jumping over bottomless pits or destroying walls, or gain increased health when other allies are nearby. • Enemies spawn in waves, and the player has complete freedom to change the layout of your maze, including placement of walls and traps, at the start of each wave. This can be useful when you need to adjust your tactics depending on the spawn position of the more annoying enemies. • Traps can be upgraded to deal more damage or trigger more often. This can also synergise with relics which can be bought from a shop. For example, an upgraded ballista which deals more damage the further its bolt flies, combined with a relic which automatically reloads a trap if it overkills low health enemies, can potentially kill multiple enemies per wave. • Map layouts aren’t random, and I’ve seen maps repeat multiple times during the same run. On each floor you can usually choose between 2-3 options which have differences to map size, number of enemy waves, enemy types, and victory rewards. I try to avoid smaller maps because there’s less space to build. I find that bigger maps are easier because even if there are more enemy waves, more traps placed equals less enemies to fight in melee. • Occasionally you’ll have the option to play a puzzle map. Unfortunately they’re not much fun, and I say this as an experienced puzzle game player. These puzzles give you a specific set of traps and you have to figure out the exact correct position where they can kill every enemy. They don’t have the same tactical freedom as the proper maps. Thankfully you can skip them with no penalty to your progression. [h1]Story (low quality)[/h1] • Quite basic, with just enough detail to explain why you need to progress through the labyrinth. There are a few short conversations with Asterion’s mentor Deadalus between maps, but interactions with other characters Theseus and Ariadne are limited to reading notes/journal pages. [h1]Technical (medium quality)[/h1] • It took me 12 hours (and 3 deaths) to reach floor 20 and complete the story mode. This unlocks the endgame where you’ll have to beat a further 20 floors. It took me 4 more hours (0 deaths) to reach the 40th floor. Unfortunately the last floor is another puzzle map. There’s also a roguelite mode which removes the story and puzzles, simplifies the progression, and ends after floor 20. This took me 7 hours (2 deaths) to finish. • Graphics are basic but functional. I haven’t had any problems with framerate or stuttering. • I haven’t encountered any crashes, but there’s a bug where sometimes Asterion won’t immediately attack the “raider” enemy in melee. You have to click the enemy, or the floor next to the enemy, multiple times, to get him to attack, which lets the enemy get in some free hits. So far this hasn’t cost me a run, but when dying means starting again with a new run, this really needs to be fixed. [h1]Recommendation[/h1] Minos is a fun game which tower defence fans should enjoy. Its tactical maze building and trap placement remind me of Orcs Must Die and Dungeon Keeper. Its worth picking up for full price or on a small sale.
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Languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 87 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its fun, but this game will turn your pc into a jet engine space heater for seemingly no reason at all, there is not much going on, like 10 npcs on screen max, and a top down view of a small map, you'd expect something like this to run on a potato, yet no, something silly is going on
Although this game is labeled with 'Tower Defense', it is not a place your turrets and start wave go brrrrrrrrrr game. It requires careful planning and execution, at least for the earlier stages. Arrows become VERY BROKEN late game as the amount of arrows just go exponential with piercing + duplicate + bouncing, the game could even crash.
标红不是觉得这款游戏做得很差,单纯只是不符合我的期待。虽然说是一款在地牢里靠着陷阱布置取胜的游戏,但是整个采用了肉鸽+关卡制作为转动游玩循环的框架,让人很难有真正的积累感。基本来说更多可以理解成是某种怪味塔防,虽然也还算好玩但终究不是我期待的那种东西。如果你只是单纯奔着怪味肉鸽塔防来的话或许会让你满意就是了
A rather repetitive and buggy experience. Labyrinths tend to repeat themselves too often but the problem is lack of trap variety with some of them being utterly useless. The biggest issue is Minotaur himself being very buggy by being either irresponsive to commands or being unable to attack some enemies entirely. Majority of items that you can purchase at shop are also rather bad. Simply speaking it's a rogue-like where playing feels like a boring chore due to little and uninteresting content that keeps recycling itself over and over just to keep player ''busy''.
游戏挺好玩的,就是觉得自己比较笨,中后期敌人太强了,不容易赢。 说下心得,也说下难点,看有没有人给点建议。 我喜欢靠陷阱取胜,不让敌人到达巢穴,尽量不用牛头人战斗就不用,本身也是因为血量控制比较极限,用来换取能量了。 最后是不喜欢敌人损坏陷阱,比如破坏门 疑惑: 1、敌人的数量增长太快,陷阱不够用,大家是怎么解决后期的批量敌人呢? 2、陷阱秘密组合不太好找,帮忙几个推荐好用的 3、火+毒会损坏陷阱,伤害也不强,特别是面对后期敌人,大家是怎么利用的呢? 技巧: 1、初期比较简单,将不同的陷阱坑位连接起来,陷阱也足够用,中期就需要修补技能,使用过的陷阱修复能够再次使用。 一种是打时间差,一种是设置一条必经之路 2、自动门挺好用的,可以分离小队1名成员,缺点只能用1次 3、可互动门好用,可以让牛头人绕后,但是不能封死路线,要不然门会被拆掉 4、路标用得比较少,岔路口可以让敌人走到另一条路上,属于引诱能力,只能生效1次,要是每次都能生效,那就很强大了 5、牛头人雕像用得少,不太会用,可以把敌人骗进房间里,强制攻击(目前想到的是建造1个毒气密室,进入就锁门) 6、音乐陷阱前期挺好用的,不占用陷阱坑位,并且可以诱惑第一名敌人离开团队,中期就不好用了,需要仔细计算路径、时间,伤害也比较低,中期敌人打不动,升级的音乐陷阱根据距离长度决定伤害,又很吃路线,后期空间一般都小,最关键是音乐生成的路线居然是朝向巢穴!意味着想要玩好音乐陷阱,需要在第二个入口去设计第三入口的敌人。设计岔路口的难度,对我脑子伤害有点大(音乐陷阱前方放陷阱,也挺好用的) 7、钩子有点意思,但不太会用,没想到在什么情况下使用比较好,敌人的正前方有些多此一举,后方又没有意义,如果能延迟或者压力激活,那就有趣多了。如果有三排空间,敌人从中间经过,左右两排相对放钩子,那效果也比较直接。 8、换位,比较好用的,就是费金币,后期特殊能力的敌人太多了,先消灭掉接触者就太爽了,如果是为了配合神器先后顺序消灭敌人,换位必点 9、大锅,卖命必买,但用大锅就要计算超量杀戮,例如躲避者,一次性要用高于6点伤害的陷阱去消灭,也可以先打个半残,剩2点血,再用5点伤害的陷阱消灭。 10、尖刺陷阱,初级伤害6点比较高,初期用的比较多,必须要踩中才能激活,可以重复激活 11、弩炮陷阱,初级伤害5点,初始是自动的,用来打躲避者好用,建议早点升级。 12、火焰陷阱,1秒伤害0.5,伤害有上限,只能作用1个人,用来消磨中后期高血量敌人也不错,易燃好用,在敌人到达汇集点的时候,投放1个石弹过去,一圈人都会被点燃,需要卡时间,其他范围伤害没尝试过,求推荐 13、毒气陷阱,1秒伤害0.5,和火焰相似,属于范围伤害,范围是十字,适合放聚集点岔路口,毒气会停留2-3秒,和火焰可以进行秘密组合,但两个装置不建议放太近,有点心疼金币和能量点,如果能在聚集点触发,有奇效。如果敌人不移动,伤害翻倍,不太会使用这个特性,有一次利用自动门在聚集点做了1个岔路口,聚集点放毒气陷阱,5-6个敌人汇集后,踩中触发毒气,第一个敌人经过自动门,门关闭,然后敌人只能掉头往返,因为一半的敌人都在原地,造成伤害挺高的,大部分敌人都没了! 14、圆锯,伤害2,伤害上限8,如果没有上限真的是神器,两个圆锯相邻连接,上限延长1倍,如果有4个以上,效果会比较好,缺点是踩中才能激发,如果躲避者一个人经过就无法激活,但只要有敌人激活,也能对躲避者生效。激活后对牛头人不太友好,不想吃伤害,只能绕路。也不太好修复。 15、巨石坠落,初始伤害6,无法转弯,击杀上限2,和音乐陷阱组合可左转,伤害和上限增加2,挺强的,但这游戏魔鬼就在于重甲有点多,抵抗巨石90%,只要中间有1个抵抗巨石的敌人,就没办法“全中”,所以有什么好方法,可以消灭中间的敌人?骗出来也行啊! 16、移位通道,伤害8,初始等级比较吃空间,最好是能有三行的空间,可以消灭通过的第三个敌人,用得少,比较眼馋。如果能够造出3个移位通道,就意味着只要生命低于9的敌人,除了前两个能通过,后面没有1个敌人能通过(但这游戏最痛苦的就是特殊能力的敌人在中间,不消灭前面的敌人,就难以消灭中间的敌人,求好方法。想到的笨办法就是压力板链接弩炮,需要计算提前量,等前面的人踩,从侧面射中间的人,但比较吃位置),升级的“紧凑”是不是只需要2格空间? 17、XX注射器,每秒伤害0.3,持续10秒,踩中生效,特性是10秒内死亡,给周围敌人一个“拥抱”,伤害8,刚接触,没想好怎么用伤害比较大 18、投石器,比较吃位置,好处是可以越墙攻击,不能滚动,用得比较少,不太会用 19、铁处女,困住生命值不超过2点敌人,属于增益陷阱,榨汁机,敌人能够解救,对我来说难度有点高了,脑子不够用了,还没尝试过 20、绞肉机,针对某一类敌人,遇到其他敌人则被摧毁,用不好,很考验计算 21、跷跷板,初始伤害12,优点是适用于大部分敌人、可以隔墙建造,缺点是只能牛头人移动操作,无法复位,一波只能使用一次。 22、有个门的陷阱,忘记叫什么名字了,第三个敌人经过关门,并对其造成伤害,不太好用,如果第三个人生命值高,门会被摧毁。如果门堵死了,会被后面的敌人拆掉,以为能让后面的敌人改变路径,好像并不能。要不然放2个进来,关门吃陷阱也挺舒服的。 23、窒息器,区域封闭后,触发毒气,用自动门或者互动门制造密室,但敌人会破坏门 24、美杜莎之首,伤害5,把敌人变成石头,堵死路口,能被摧毁。不太会使用,也许可以让敌人先走路线1,趟一遍陷阱,堵死路线1,再掉头走路线2? 25、巨石路口,需要牛头人推动,4个方向,想往前推,就朝后走。需要十字空间,适合十字路口,比较吃位置,无法复位 26、背袭陷阱,每个小队最后1个人 26、神器,迈达斯之手,将所有鲜血转化为金币,刚开始用挺讨厌这个神器的,因为商店随机到的陷阱都是初级,伤害低,并且无法再使用许愿(许愿可以获得升级版或者特殊的陷阱),后来设计桌升级了一些陷阱后,才发现这东西真强大,堪称后期神器。许愿很吃鲜血,1-2波甚至只能通过许愿获取1个陷阱。但换成金币后,一轮能获取500-1000金币,每波可以买3-5个陷阱(虽然面对后期暴涨的敌人,还是有些不够,但至少没那么紧缺了) 27、还有一些撤离舱口、旋转墙、狭窄通道的效用物品,就不介绍了,主要是旋转墙有点烧脑,特别是旋转迷宫,空间小,看到头都大了!左旋转、右旋转,多旋转几次,计算量成倍增加,我都不知道怎么赢的! 28、悬崖是双刃剑,建议做一条必经之路,左右两侧悬崖架弩炮消灭对面敌人,然后修复循环使用,但是需要小心远程兵,会射牛头人。 29、如果没有强迫症,开个门跟在小兵背后修复陷阱,也能增加陷阱的使用次数,因为小兵到了巢穴,就会获得“追踪”,如果牛头人在出发点,那小兵又会掉头走一遍再趟陷阱?没试过,如果小兵不拆门的话,这样好像能躲猫猫 秘密组合: 音乐+巨石坠落(音乐要放在出石头的墙壁侧)、钩子+钩子(有点费钩子,当轮无法修复)、火焰+毒气(火在前,毒在后,可以拆掉范围内的永久墙壁,也算另类的改造了)、火焰+弩炮/投石(石弹也算射弹?用得比较少,需要同时消耗两个陷阱,如不是高血量敌人很吃亏) B站的up主把秘密组合都被研究出来了,这里就不细说了,真强
This game has no right to have this many mechanics and be this fun. I'm loving every minute in this maze and discovering all the different ways to surprise those goody two shoes.
Minos - 100% Completion Review Score: 9/10 Minos is a Roguelike Puzzle game that takes place in the Labyrinth on the Island of Crete where you play as Asterius the Minotaur and Daedalus the Craftsman as you attempt to stop the Athens prince Theseus and his adventures from slaying you and claiming glory, after fully completing this game i'll give some Pro's, Neutrals and Cons. PRO'S: -Good characters, that are well written and designed -Good graphics and environments, overall quite a good looking game with a very good attention to detail -Good gameplay that focuses on building labyrinths of course but also controlling the Minotaur giving you two different experiences at once -Good music that fits the ancient Greek theme quite well -Good voice acting -Outside of the labyrinth levels there's also puzzle and exploration levels adding to the variance -Tons of traps to unlock that can each be upgraded over time to have different effects or to combo with other traps giving you a lot of different ways to use them -Lots of Trinkets to find as you play that give passive bonuses or in some cases items and abilities to use during a run -Minotaur has many abilities both passive and usable that can be unlocked and upgraded as you play that makes the game easier -Has multiple endings, the first you get by default and the last 3 are a flavor choice once you reach the end of the labyrinth -Cheap price, this is easily worth what they ask for -Perfect performance, no lag, glitches, bugs or crashes NEUTRALS - No Score Change From These -Time for full completion about 15 to 20 hours -Difficulty is standard, pretty casual for a puzzle game and it's honestly not really all that hard and anyone should be able to play this game without too much trouble CON'S: -Game doesn't really give enough context about what's going on and who's who, for someone who knows the Greek mythos that's no problem but for someone who may not be familiar with it they may end up being confused about what's going on -Some of the writing on discoverable scrolls is a bit too modern and didn't really feel like something that would be written in ancient Greek times SUMMARY: Overall Minos is a really solid puzzle game, it's mix of labyrinth building, roguelike and RPG elements work very well with each other and make the game fun to play from start to finish and if your someone who likes Puzzle games, Maze Building and Greek Mythos then this game is definitely worth it, but as always, It's.. Up.. To.. You and i'll leave it at that. (^_−).
I am going to say no. Its not bad, but its slow. Everything is broken up by text and it felt like I was being drug through a book rather than a game. The game seems interesting. I dont love the limitation of only placing traps where they assign it. I get that is probably part of the game mechanic, but it bored me. I was hoping for more of free form tower defense with an intriguing idea. This felt a bit more like a slow drudge with a fairly boring story. Remove the story or speed it up, open up the world a bit and let me have fun. One of my favorite tower defense games was orcs must die. I want that free flowing style with this idea and I think it would work better for me.
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