Candy Rush
Sweep a candy cart left and right through accelerating sugar lanes, chaining pickups before the belt outruns you.
Clear every candy from a generated maze before the timer runs out, planning routes instead of reacting.
Move with the arrow keys, WASD, or by swiping in the direction you want to travel. Movement is cell by cell and continues until you reach a wall or change direction, so you steer at junctions rather than holding a key. Turning inputs are buffered slightly before a junction, which means you can commit to a turn early and it will execute at the right cell.
| Action | Controls |
|---|---|
| Choose a direction | Arrow keys, WASD, or swipe |
| Pause or resume | P or Esc, or the Pause button |
| Restart | R, or the Restart button |
| Mute or unmute | M, or the Sound button |
Candy is eaten automatically as you pass over it. Ordinary corridor cells hold candy drops. Gummies sit at junctions, chocolate sits in corridors longer than four cells, and sugar crystals are placed only in dead ends. The level ends when the last piece of candy is eaten, and the minimap marks any corridor that still holds candy, so a full clear never requires blind searching.
Candy Maze has no enemies. The obstacle is the timer and the maze itself. Every level from the third onward includes at least two sugar-crystal dead ends positioned far from the efficient route, creating a real decision about whether the detour is worth the seconds it costs. Walls are solid and there is no way to pass through them.
Advertising keeps Candy Arcade free. Ads never cover gameplay or controls.
Sugar Speed Boost increases movement speed for ten seconds and is the most useful pickup in the game because the timer, not danger, is the threat. Candy Vacuum clears every candy within a three-cell radius, which can collapse an entire dead-end detour into a single pass. Sweet Multiplier doubles candy value and is best used along the densest unexplored corridor rather than immediately.
Candy drops score five points, gummies ten, chocolate twenty and sugar crystals forty. Completing a level adds ten points for every second left on the timer, and those unused seconds are also added to the next level's clock. As a result a strong early level makes every later level easier, and score and survival are pushed in the same direction rather than being traded off.
Eating candy without pausing builds a flow combo. Every twelve pieces collected without stopping or reversing raises the tier by one, up to four times. Reversing direction - not merely turning - drops the tier, which is the game's way of penalising backtracking without ever blocking it.
Candy Maze is rated Medium relative to the rest of the Candy Arcade library. Difficulty on this site comes from level design, hazard density and timing windows rather than from degrading your controls, and the rating describes how demanding the execution is rather than how complicated the rules are.
The mechanics involved are: Procedural maze generation, Grid movement, Timer pressure, Route planning, Full-clear objective. If this game is too demanding, the candy rush games category page lists the easier games that use overlapping skills.
Yes. Each level is generated fresh with a depth-first maze algorithm plus a few added loops, so restarting gives you a genuinely new layout.
The run ends and your score is kept. Unused seconds from completed levels carry forward, so finishing early on one level helps on the next.
No. The only pressure is the timer and the routing problem itself.
The minimap highlights every corridor that still contains candy, so the final pieces never require guesswork.
Yes. Swipe in any direction to steer. Because movement is cell-based rather than continuous, swipes are more reliable here than in the runners.