Emberwood Glade
The temperate homeland. No environmental effects — a fair fight.
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.
The temperate homeland. No environmental effects — a fair fight.
A fair fight — nothing on this map is tilted either way.
Biting cold: warmth drains 45% faster, fires devour fuel, trees are scarce.
Volcanic soil keeps you warm (warmth drains 35% slower) but wood is scarce and stone plentiful.
Deep forest: timber everywhere, stone hard to find.
A stripped wasteland: few resource nodes, but each yields double.
Haunted ground: rifts grow 35% faster, monsters run quicker, the cold bites harder.
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.