Ken's Labyrinth

It was programmed by Ken Silverman, who later designed the Build engine used for rendering in 3D Realms's Duke Nukem 3D (1996).

Ken's Labyrinth is graphically similar to id Software's Wolfenstein 3D in that the levels were designed using a grid-based plane, resulting in perpendicular walls and textureless floors and ceilings.

[2] Released in March 1993 by Epic MegaGames, the final version (2.01) featured 30 levels, and many new features that older versions of the game lacked, such as the ability to choose the item purchased from the vending machines, a difficulty option (on "easy" mode, or "Don't hurt me", enemies do not use melee attacks, while on "hard" mode, or "Ouch!"

they do), an episode select, and also new enemies, textures and music with additional artwork made by Misko Iho of Future Crew.

A Ken's Labyrinth port to modern operating systems such as Windows and Linux using Simple DirectMedia Layer called LAB3D/SDL was created by Jan Lönnberg and released in 2002.

[3] A version of the port which includes new higher resolution textures and later adapted for SDL 2 was also created by Katie Stafford.