In this review
The big picture
Adventurers have enjoyed a remarkably generous public reputation for people whose main activity is entering unfamiliar buildings and breaking everything valuable. MINOS changes the camera angle. You are the Minotaur, this is your labyrinth, and the next group of heroic visitors is about to discover that the route to the treasure was designed by someone with strong feelings about trespassing. A suspiciously inviting corridor can be a much more effective greeting than a welcome mat.
Artificer's game, published by Devolver Digital, launched in full on April 9, 2026 for Windows PC through Steam. The main attraction is building the space that determines an encounter: walls, gates and traps turn your plan into architecture. A separate post-launch Roguelite mode carries a Beta label, but the game itself is not in Early Access. You can buy the released labyrinth without mistakenly believing the entire bull is still under construction.
Reasons to look closer
MINOS gives you more control over the question enemies have to answer. The publisher's launch overview describes shifting corridors, splitting groups and adapting to new enemies and tools. Instead of only selecting the most effective weapon, you can decide where an intruder travels and what waits there. The strongest attack might begin several corners before anybody realises they're in danger.
That makes a maze a physical expression of your reasoning. A bend redirects movement; a gap invites it; a device rewards the decision to walk through that gap with an unfortunate surprise. Building the position yourself also means accepting responsibility when it fails. It is difficult to complain about the level designer after remembering that you personally placed the opening everybody is now using to bypass your cleverest work.
For players who enjoy revising a solution, that ownership is appealing. You can observe what happened, identify a weakness and change the arrangement. The pleasure is in making the plan more coherent, rather than simply accumulating an increasingly expensive collection of lethal objects. Although, to be fair, the lethal objects do provide a certain decorative confidence.
Give the trap a reason to be there
Walls, gates, pressure plates and chained traps form the construction vocabulary. Their relationships matter as much as their individual effects. A powerful trap is an embarrassing investment if nobody walks towards it. A beautifully winding route is only a scenic stroll unless the additional walking serves a defensive purpose. The pieces need to agree on what you are trying to achieve.
Spatial changes also create trade-offs. Redirecting an enemy towards one section can weaken another, while splitting a group asks whether both resulting routes can handle their new arrivals. It is tempting to assume that a more complicated maze is automatically a better maze. Sometimes it is simply a longer explanation of the same mistake.
Readable outcomes are important for this kind of game. When a sequence fails, you want to understand whether the route, the trap choice or the order of effects caused the problem. Players who enjoy examining those causes are the natural audience. If you prefer every upgrade to demonstrate its value immediately and without interpretation, the architectural side may require more patience than you want to spend.
Choose whether you want the scenic route
The official update notes describe a separate Roguelite mode added on June 25. It removes story, puzzles, secrets and tutorials to focus on shorter runs. The developers label that mode Beta because they intend to keep experimenting with it. That distinction matters: a developing optional mode inside a full release isn't the same thing as an unfinished base game.
Keeping the approaches separate respects two different reasons to play. Story and exploration can make the labyrinth feel like a place, while a streamlined run lets an experienced player get on with testing another arrangement. Sometimes you want atmosphere. Sometimes you have just thought of an extremely impolite combination of traps and would like to discuss it with the next group of visitors immediately.
The tutorial-free mode isn't automatically the best first stop. Removing explanations is convenient once you know what they explain. There is no need to begin with the quickest route through the material if you are still learning the vocabulary. A shorter run can become surprisingly long when most of it is spent wondering what an important-looking object does.
Difficulty changes the construction problem
June's update also added Normal and Hard settings. Normal is more forgiving; Hard brings tougher enemies, greater resistances and a cost for resetting waves. Those changes affect how much room a design has to recover from mistakes. The point of selecting more pressure should be that you enjoy the resulting decisions, not that you feel obliged to prove your mythological credentials.
The July 30 patch limited Disarmers and Destroyers to affecting the first device they encounter. A bounded countermeasure gives you something to plan around. Knowing disruption has a limit can make sequencing and redundancy meaningful, rather than leaving the whole arrangement feeling vulnerable to one particularly discourteous visitor.
That is the kind of difficulty that suits the premise: an obstacle asking for a revised idea. More resistance may demand a different combination; disruption may demand another order. The rewarding response is to rearrange the problem, not simply stare at the same design and wish it were angrier.
MINOS has a clear audience in people who enjoy preparing, watching and adjusting. It is less obvious for players who want direct combat to settle every disagreement. If a carefully placed wall feels like an anticlimax, this may be the wrong profession. If a wall that sends an intruder exactly where you intended feels quietly magnificent, the labyrinth has an opening. Just don't expect visitors to appreciate your work before they step on it.
Sources
Information checked on 18 October 2026. Features, platform compatibility and editions can change.
- Steam: original release and maze-building mechanics ↗Official source cited in the approved review.
- Devolver Digital: launch overview ↗Official source cited in the approved review.
- Artificer: June 25 and July 30 update notes ↗Official source cited in the approved review.