Emberwood Glade
Temperate forest. No environmental effects.
A fair fight — nothing on this map is tilted either way.
Compendium
Six arenas, each with its own ground, weather and set of modifiers — and its own final boss. Every layout is generated fresh from a seed, so a map is a set of rules about the world rather than a fixed floorplan you can memorise.
Temperate forest. No environmental effects.
A fair fight — nothing on this map is tilted either way.
Warmth drains 45% faster, fires burn fuel faster, and trees are scarce.
Volcanic soil keeps you warm, but wood is scarce and stone plentiful.
Dense forest. Plenty of wood, little stone.
Few resource nodes, but each yields double.
Rifts grow 35% faster, monsters move faster, and warmth drains 15% faster.
Quick matches roll a map for you. A Custom / In-house lobby unlocks the picker if you want a specific one — that's also where you go to play a private game with a fixed table.
Even a picked map lays itself out fresh every time, so knowing the map is knowing its rules rather than knowing where the trees are.
Frozen Hollow's brutal warmth drain hurts the player who over-extends, which is usually the one who was winning. Cinder Flats halves the number of resource nodes but doubles what each one yields, so it rewards holding ground rather than roaming.
None of them is a trap. Every map is winnable from any seat — they just ask you a different question about where your time goes.
A distinct climax per map rather than one generic final boss. They arrive on the boss day and they are not part of a regular wave.