About this game

Gravity Maze removes steering entirely. You do not move the cube; you choose which direction gravity pulls, and the cube slides that way until a wall stops it. Every input is a full commitment, which turns the maze into a planning problem rather than a dexterity one.

Because the cube accelerates for the whole slide, a long run arrives at its wall fast and a short one barely gets going. That difference matters once spike tiles appear: the cube will not stop halfway, so the entire line has to be clear before you commit.

How to play

  1. Press an arrow key to set the direction of gravity. The cube slides that way until it hits a wall.
  2. You cannot change direction mid-slide. Wait for the cube to settle before the next move.
  3. Collect every key in the maze. The exit tile stays locked until you have them all.
  4. Avoid orange spike tiles. The cube does not stop for them.
  5. Reach the exit tile and come to rest on it to clear the maze.

Physics mechanics

Here is what the simulation is actually doing while you play.

Directional gravity

Gravity snaps to one of four cardinal directions at full strength. Every body in the maze answers to the same field, which is what makes the behaviour predictable enough to plan around.

Acceleration over distance

The cube does not move at a constant speed. It accelerates for the whole slide, so a cube crossing six tiles arrives roughly two and a half times faster than one crossing one tile — the square-root relationship between distance and final speed.

Low friction, high stopping power

The cube has almost no friction against the floor tiles but effectively zero restitution against the walls, so it slides freely and stops dead. That combination is what makes the movement read as puzzle logic.

Objective

Collect every key, then bring the cube to rest on the exit tile.

Scoring

  • Each key is worth 150 points.
  • Clearing a maze awards 400 points.
  • An efficiency bonus adds 50 points for every move under 18 that you used.

Scores, favourites and play history are stored in your own browser using localStorage. There is no account, no leaderboard and no server: clearing your browser data clears them, and they do not follow you to another device.

Tips

  1. Trace the whole line first. Before you commit, follow the row or column with your eye all the way to the wall. Anything in that line will be hit.
  2. Use walls as brakes. You cannot stop voluntarily. Plan routes that end against a wall in a useful position rather than ones that end wherever momentum runs out.
  3. Collect keys on the way, not as detours. Keys are placed on open tiles. A route that grabs two keys on one slide is worth far more than two separate trips.
  4. Corners are the only turning points. A change of direction only happens where the cube has stopped. Map the maze as a set of stopping points, not as corridors.
  5. The exit needs you at rest. Sliding across the exit tile at speed does not count. You have to stop on it.

Difficulty

Hard. The rules are simple but the planning is not, and spikes from maze three punish an unchecked line immediately. There is no time pressure at all, which makes this the most approachable hard game on the site — you can take as long as you like over each move.

Features

  • Eight procedurally built mazes on a tile grid
  • Slide-until-you-hit movement with real acceleration
  • Keys that must all be collected before the exit opens
  • Spike tiles from maze three onward
  • Move counter with a bonus for efficient solutions

How accurate is this?

Physics Arcade games use simplified, tuned physics built for playability. They are not scientific simulations: forces, masses and timings are chosen because they feel good at 60 frames per second, not because they match measured values. Where a game departs from real-world behaviour in a way that matters, the game page says so.

Gravity Maze – FAQ

Can I stop the cube mid-slide?

No. That restriction is the puzzle. The cube travels until a wall, a block or the maze edge stops it.

Why will the exit not open?

Every key has to be collected first. The key counter in the HUD shows how many are left, and the exit tile stays grey until it reads zero.

Does the move count affect anything besides score?

Only the score. There is no move limit, so a careful slow solve is always valid — you just earn less of the efficiency bonus.

Are the mazes always the same?

Each maze number is generated from a fixed seed, so maze three is the same layout every time you reach it. That makes learning a route worthwhile.