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All Forsaken Maps Complete Guide - Layouts, Names & Strategy (2026)

Every Forsaken map with layouts, generator locations, loop spots, and strategy tips. All map names, sizes, and top-down views updated for 2026.

March 6, 202618 min readBy Forsaken Hub Team
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Forsaken features 21 unique maps in 2026 and knowing every layout is the single biggest factor separating survivors who escape 30% of the time from those who escape 65%+ because map knowledge determines where you run, where you repair, where you hide, and where you die. Every map has a personality: some reward aggressive looping, others reward stealth, and a few punish survivors who do not memorize generator spawn patterns. This guide covers every map currently in Forsaken with their size, difficulty, generator counts, pallet distributions, and the specific strategies that actually matter for each one. Whether you are a survivor trying to improve your escape rate or a killer trying to dominate specific maps, this is your complete reference. For killer-specific map strategies, visit the /forsaken-killers page, and for survivor loadout recommendations per map, check the /forsaken-survivors page.

Forsaken Maps Overview (2026)

  • Total Maps: 21 unique locations across indoor, outdoor, and mixed layouts
  • Newest Map: Planet Voss (added February 2026)
  • Most Played: Crossroads appears in 18% of all matches
  • Highest Escape Rate: Forest at 58% survivor escape rate
  • Lowest Escape Rate: Underground War at 39% survivor escape rate
  • Average Generators Per Map: 7 spawns with 5 required for escape
  • Average Pallets Per Map: 13 pallet spawns across all maps

Complete Map Statistics Comparison

Use this table to quickly compare every map in Forsaken. Size is measured in square studs. Generator count is the total number of possible spawn locations (5 are required per match). Pallet count reflects the average spawns per match. Difficulty rating reflects survivor learning curve from 1 (easy) to 5 (expert).

MapSizeLayoutGeneratorsPalletsDifficulty
AsylumLarge (10,000)Indoor 2F + Basement712-155/5
CrossroadsMedium (7,500)Mixed 4 Wings714-162/5
SchoolMedium (6,800)Indoor 2F711-133/5
Happy HomeSmall (4,200)Indoor Single Floor69-112/5
Glass HousesSmall (3,800)Outdoor with structures610-122/5
Underground WarMedium (6,500)Underground Tunnels78-105/5
Cool CarnivalLarge (9,200)Outdoor Mixed814-163/5
Haunted MansionMedium (7,000)Indoor 3F711-144/5
Work at a Pizza PlaceSmall (4,500)Indoor Mixed610-122/5
Horror HotelLarge (9,500)Indoor 4F813-164/5
The TempestLarge (11,000)Outdoor Open810-123/5
CastleLarge (10,500)Indoor/Outdoor Mixed815-184/5
Planet VossLarge (12,000)Outdoor Alien Terrain811-144/5
SFOTHMedium (7,200)Outdoor Elevated712-143/5
Yorick's Resting PlaceMedium (6,800)Outdoor Graveyard713-153/5
Make a CakeSmall (3,500)Indoor Bakery68-101/5
PrisonLarge (9,800)Indoor/Outdoor Mixed814-174/5
HospitalLarge (12,000)Indoor 3F812-155/5
ForestLarge (11,500)Outdoor Dense810-133/5
Abandoned FactoryMedium (7,800)Indoor/Outdoor Mixed712-143/5
LobbySmall (3,200)Indoor Open56-81/5

Asylum - The Expert Arena

Asylum is the most complex map in Forsaken with its two-story layout, basement, and countless interconnected rooms. This is the map that separates experienced players from beginners. Master Asylum and your survival rate will jump from 25% to over 60% because the map rewards knowledge more than any other. The vertical design creates opportunities that do not exist on single-floor maps, allowing skilled survivors to disappear from a killer's sight by utilizing floor transitions strategically.

Key Features and Strategy

Asylum's three-level design demands complete spatial awareness from both killers and survivors.

  • First Floor: Contains the cafeteria complex (the strongest loop in the game, capable of wasting 60+ seconds of killer time), main lobby with reception desk creating 20-30 second loops, medical wing with seven interconnected rooms perfect for mind games, and storage areas with lockers for emergency hiding. The first floor is where matches are won or lost.
  • Second Floor: Eight interconnected patient rooms with dual entrances creating figure-eight patterns that confuse killers. The observation deck provides 360-degree visibility for safe generator repairs when the killer is across the map. Rooftop access points allow controlled drops to the first floor for instant chase breaks.
  • Basement: Single entrance makes rescues extremely risky, but the generator room is often ignored early, making it safe for quick repairs. Complete the basement generator within the first two minutes while the killer establishes patrol routes elsewhere. The maintenance tunnel connects the basement to the first floor medical wing, a hidden passage that many players do not know exists.
  • Generator Priority: Complete third-floor and basement generators first because killers patrol these areas least frequently. Save first-floor generators near exits for last because their proximity to exit gates creates endgame value.
  • Killer-Favored Matchups: Guest 666 dominates Asylum because Void Walk ignores the vertical layout entirely. Builderman excels by blocking key windows and corridors. Stealth killers like Noli thrive in the many corners and rooms.
  • Survivor-Favored Matchups: The map's abundant windows and pallets (12-15 spawns) punish killers without anti-loop abilities. Guest 1337's hatchets struggle in tight corridors. Insano's slow speed cannot cover the map's vertical distances efficiently.

Crossroads - The Balanced Standard

Crossroads is Forsaken's most played map, appearing in 18% of all matches, and serves as the competitive standard for tournaments because of its balanced design. The symmetrical four-wing layout with a central hub creates predictable generator spawns and fair chase structures that reward fundamental skills over map-specific cheese strategies. If you want to improve at Forsaken in general, Crossroads is where you should practice because skills learned here transfer to every other map.

Key Features and Strategy

Crossroads rewards game fundamentals through balanced design that does not favor killers or survivors disproportionately.

  • Four-Wing Design: North residential, East warehouse, South commercial, and West industrial zones each span approximately 50 studs from the central hub. Each wing has distinct visual themes and loop structures. One generator is guaranteed per wing with three additional random spawns, creating predictable routing patterns.
  • Central Hub: The main intersection connects all four directions with clear sightlines extending 30+ studs. This area creates open dead zones that survivors must cross, so plan your rotations to avoid crossing the center when the killer is nearby. Killers use the center for monitoring multiple wings simultaneously.
  • Pallet Economy: 14-16 pallets spawn per match with 4 guaranteed god pallets (one per wing) providing 8+ seconds of safe looping each. Experienced survivors memorize exact locations and route between god pallets during chases, extending chase times to 45+ seconds consistently.
  • Generator Strategy: Complete the central hub generator within the first 90 seconds because killers patrol it frequently. Finish generators from opposite wings (North-South or East-West) before adjacent wings, creating 80+ stud separation that forces killers into 25-second patrol routes. Never leave the final three generators clustered in two adjacent wings.
  • Exit Gates: Gates spawn on opposite sides with minimum 80-stud separation making simultaneous defense impossible. Coordinate 99% gate opening to increase escape rate from 48% to 67% during endgame.
  • Killer Matchups: Mobility killers like Nosferatu and 1x1x1x1 achieve 58%+ kill rates through open central area traversal. Stealth killers struggle with long sightlines, dropping to 43% kill rate. Trap killers like John Doe excel by placing traps in central hub doorways and wing junctions.

School - The Corridor Gauntlet

School is a two-floor educational building with classrooms, hallways, a cafeteria, gym, and library. The indoor layout creates a corridor-heavy gauntlet that favors stealth killers and punishes survivors who do not memorize room connections. With 24 windows throughout, School is the most window-dense map in Forsaken, making it a vault-heavy gameplay experience where entity blocker management becomes a core skill.

Key Features and Strategy

School demands window management and floor transition awareness.

  • Floor Layout: First floor features the cafeteria and gym while the second floor contains classrooms and library. Generators spawn 3-4 per floor with stairwells at north and south ends requiring 4 seconds to traverse. The gym loop on the first floor is one of the top 3 strongest loops in the game, wasting 45 seconds before bloodlust forces pallet drop.
  • Library Safe Zone: The second floor library offers multiple tall bookshelves creating a maze with 6+ line-of-sight breaks. Survivors who break chase in the library successfully hide 51% of the time when using crouch walk. This room is your emergency escape destination on School.
  • Classroom Trap: Small classrooms trap survivors when the killer body blocks the doorway. Never solo repair in a classroom unless you have confirmed the killer is across the map through teammate callout or terror radius absence. This is the number one death cause for new players on School.
  • Vertical Three-Gen Danger: Classrooms directly above the cafeteria create a vertical three-gen nightmare where the killer patrols first floor, goes upstairs, patrols second floor, and returns downstairs in a 16-second loop that prevents all generator completion. Prevent this by completing either all first-floor or all second-floor generators before mixing floors.
  • Stealth Killer Warning: School corridors and corners enable stealth killer ambushes. Stealth killers achieve 59% kill rate on School compared to the 54% map average. Run Spine Chill or equivalent awareness perks when School is in the rotation.
  • Window Strategy: Entity blocker activates after 3 vaults on the same window, so chain between different windows rather than camping a single one. School's 24 windows mean you should never run out of vault options if you rotate between rooms properly.

Pro Tip

The three hardest maps to learn (Asylum, Underground War, Hospital) share one common trait: vertical complexity. Invest time in custom matches walking entire maps and memorizing floor connections, stairwell positions, and generator spawns. Create a mental map using cardinal directions with a central landmark as your reference point. This 30-minute learning investment per map eliminates navigation deaths and improves escape rates by 15-20% immediately. For detailed floor-by-floor breakdowns, visit our /forsaken-maps page where we cover every map individually.

Happy Home - The Cozy Deathtrap

Happy Home is a small single-floor indoor map at only 4,200 square studs. Its residential layout features a kitchen, living room, bedrooms, bathroom, and backyard area. The small size creates killer-favored gameplay where patrol routes cover the entire map in under 20 seconds, but the tight rooms and furniture obstacles provide strong loops for survivors who memorize the layout. Happy Home is one of the most beginner-friendly maps due to its small scale and simple single-floor design.

Key Features and Strategy

Small map, tight loops, and fast matches define Happy Home gameplay.

  • Room Layout: Kitchen connects to living room and dining area. Two bedrooms on the east side share a hallway. The bathroom sits between bedrooms. The backyard is accessible through the kitchen and living room sliding doors. Every room has at least two exits preventing dead-end traps.
  • Kitchen Loop: The kitchen island creates the map's strongest loop at 20-25 seconds, with counter obstacles forcing the killer into wider paths. Chain the kitchen loop with the dining room table for extended chase sequences exceeding 40 seconds.
  • Generator Distribution: Only 6 generators spawn on this small map, and they cluster easily. Preventing three-gen is critical because the killer can patrol three generators in under 12 seconds on Happy Home. Complete generators on opposite sides of the house first.
  • Backyard Risk: The backyard generators are exposed with minimal loop structures. Complete these generators cooperatively with two survivors to reduce repair time, or save them for last when the killer is defending indoor generators.
  • Window Vaults: 9-11 pallets is below average, making window vaults more important than other maps. The bedroom windows and kitchen window provide the strongest vault positions. Entity blocker management is critical on this pallet-scarce map.
  • Speed-Based Killers: Peeler's 118% speed matters less on this tiny map because there is nowhere for survivors to run that is far from patrol routes. Conversely, slow killers like Insano benefit because his 108% speed covers the entire map efficiently.

Glass Houses - The Transparent Battlefield

Glass Houses is a small outdoor map featuring transparent glass structures that provide visual information to both sides simultaneously. At 3,800 square studs it is one of the smallest maps in the game, but the glass mechanic creates unique gameplay where hiding is nearly impossible and chases become pure mechanical skill tests. Glass walls let you see the killer through structures but also let the killer see you, creating constant mutual awareness.

Key Features and Strategy

Transparency removes stealth from the equation, making Glass Houses a pure chase and positioning map.

  • Glass Mechanic: All major structures have transparent glass walls. You can see killers approaching from any direction, but they can see you too. This eliminates stealth gameplay entirely and rewards pure mechanical skill, optimal pathing, and resource management.
  • Structure Layout: Six glass houses of varying sizes are arranged in a loose grid pattern with outdoor pathways between them. Each house has 1-2 generators and multiple window vaults. The central plaza between houses is a dangerous dead zone with no cover.
  • Pallet Distribution: 10-12 pallets is slightly below average. Because killers can see you through glass, they can predict which pallet you are running toward and potentially cut you off. Use pallets reactively rather than proactively on this map.
  • Generator Visibility: Killers can see generator progress through glass walls, making stealth repairs impossible. The trade-off is that you can also see the killer approaching from 30+ studs away, giving you ample time to leave the generator and reach a safe position.
  • Insano's Strength: This is Insano's best map because the small size negates his 108% slow speed, and his 32 damage per hit means fewer total chases needed. Rage Mode in the open spaces between glass houses catches survivors who cannot reach structures in time.
  • No Hiding Spots: Glass Houses has zero effective hiding spots due to transparency. Lockers inside glass houses are visible from outside. If you play stealthy survivor builds, avoid this map through offerings because your entire kit becomes useless.

Underground War - The Tunnel Network

Underground War is one of Forsaken's hardest maps with a 39% survivor escape rate, the lowest in the game. The underground tunnel network creates claustrophobic gameplay where sound design matters more than visuals and wrong turns lead to dead ends that guarantee death. This map has a steep learning curve that requires 15+ matches before basic spatial awareness develops. The tunnels echo terror radius audio in confusing ways, making killer distance difficult to judge.

Key Features and Strategy

Underground War punishes disorientation and rewards memorized routes through its tunnel maze.

  • Tunnel Layout: Three main tunnel arteries run north-south, east-west, and diagonally, connected by smaller branching tunnels and rooms. The central junction where all three arteries meet is the most dangerous area because the killer can reach it from any direction in under 10 seconds.
  • Limited Pallets: Only 8-10 pallets spawn, the second-lowest in the game. Pallet conservation is absolutely critical. Loop every pallet for a minimum of 15 seconds before dropping, and never waste pallets on non-committed chases. Once pallets are gone, Underground War becomes unplayable for survivors.
  • Sound Confusion: Tunnel acoustics cause terror radius to echo and bounce, making it impossible to determine killer distance by sound alone. The killer might sound like they are 10 studs away when they are actually 30, or vice versa. Use visual confirmation (direct line of sight) rather than audio for positioning decisions.
  • Dead End Awareness: Seven dead-end tunnels exist throughout the map. If you do not have them memorized, you will run into one during a chase and die. Memorize dead ends in custom matches before playing Underground War in ranked. The eastern dead ends are the most commonly fatal because they look like they connect to other tunnels.
  • Generator Strategy: Generators spawn deep in branching tunnels, making them difficult to find but also difficult for killers to patrol. Complete the most remote generators first while the killer searches closer to the central junction. Save junction-area generators for last because their proximity to multiple escape routes provides safety.
  • Best Survivor Perk: Sprint Burst is nearly mandatory on Underground War because creating distance in narrow tunnels requires instant speed. Dead Hard is less effective here because tunnels are too narrow for dodging laterally. Lightweight reduces scratch mark duration, which is critical in tunnels where marks linger on walls.
  • Killer Advantage: Killers with map-wide information (1x1x1x1's Unstable Eye, Guest 666's Shadow Servants) dominate because they eliminate the searching phase that tunnels create. Peeler's traps are devastating in narrow tunnels where survivors cannot walk around them.

Cool Carnival - The Colorful Chaos

Cool Carnival is a large outdoor map featuring carnival rides, game booths, food stalls, and a big top tent. At 9,200 square studs it provides ample space for survivors to spread out, and the diverse structures create varied loop types that keep chases interesting. The carnival theme makes this one of the most visually distinctive maps in Forsaken, and the ride structures create unique elevated positions that no other map replicates.

Key Features and Strategy

Cool Carnival's variety of structures means you need different skills for different areas of the same map.

  • Big Top Tent: The central tent is the map's largest structure featuring circular loops around support poles, elevated performer platforms, and multiple canvas flap exits. Generators inside the tent are partially obscured by colorful decorations, giving survivors extra seconds of repair time before killers spot them.
  • Ride Structures: The Ferris wheel, roller coaster scaffolding, and bumper car arena each create unique loop opportunities. The roller coaster scaffolding provides an elevated loop with two drop points similar to Asylum's rooftop access. The bumper car arena creates a maze of waist-height obstacles for line-of-sight breaks.
  • Game Booth Alley: A row of 8 carnival game booths creates a long corridor with windows between each booth. This alley provides extended chase chains where survivors vault between booths while killers must path around or through doorways. The alley alone can waste 30+ seconds of killer time.
  • Generator Spread: 8 generators across the large map create the most spread distribution in Forsaken. Three-gen scenarios are rare (occurring in only 15% of matches) because the distances between generators are too large for efficient patrol. This makes Cool Carnival survivor-favored at 55% escape rate.
  • Food Court: The food stall area near the map edge has weak loops but multiple generators. Complete food court generators early because their weak defensive structures make them dangerous when the killer is patrolling nearby in late game.
  • Killer Recommendation: Nosferatu excels on Cool Carnival because Ascension flight provides overview of the large map and Bloodhook catches survivors crossing open spaces between rides. c00lkidd's projectile thrives in the long sightlines between structures.

Haunted Mansion - The Three-Floor Spookhouse

Haunted Mansion is a three-floor indoor map packed with dark rooms, secret passages, and environmental scares that distract new players. The mansion's gothic design creates an atmosphere of constant tension, and the three-floor vertical layout rivals Hospital for navigation complexity. What makes Haunted Mansion unique is the secret passage system: hidden doors connecting rooms that skip entire floors, allowing survivors who memorize them to vanish completely during chases.

Key Features and Strategy

Haunted Mansion rewards exploration and secret passage memorization above all else.

  • Three Floors: Ground floor features a grand foyer, dining hall, and kitchen. Second floor contains bedrooms, a study, and a library. Third floor holds the attic and tower rooms. Each floor has distinct lighting: ground is candlelit, second is moonlit through windows, and third is nearly pitch dark.
  • Secret Passages: 6 hidden passages connect different rooms across floors. The most important passage connects the ground floor kitchen to the second floor master bedroom, allowing mid-chase floor skipping. Passages are activated by interacting with bookshelves, fireplaces, and specific wall panels. Killers can also use passages, but many do not know their locations.
  • Dark Lighting: Third floor attic is extremely dark, making visual tracking difficult for killers without aura-reading abilities. Survivors wearing dark cosmetics gain genuine stealth advantage on this floor. Generators on the third floor complete at 85% success rate because killers rarely patrol the dark attic.
  • Dining Hall Loop: The ground floor dining hall contains a massive table creating the map's primary loop at 25-30 seconds. The table connects to the kitchen through a serving window, and the kitchen connects back to the foyer, creating an extended loop chain covering the entire ground floor.
  • Environmental Distractions: Jump scares, creaking doors, and ambient sounds distract new players into misreading killer audio cues. Experienced players learn to filter mansion ambient noise from actual killer sounds within 5-10 matches.
  • Noli's Best Map: Noli's hallucinations are most convincing in Haunted Mansion's dark rooms where survivors already cannot fully trust what they see. John Doe's traps in dark corridors achieve the highest trigger rate of any map. Guest 666's Corrupted Vision pulses are less noticeable in already-dark rooms, removing the visual warning survivors normally rely on.

Work at a Pizza Place - The Fast Food Arena

Work at a Pizza Place is a small indoor map based on the classic Roblox game, featuring a pizza restaurant with kitchen, dining area, delivery area, and manager's office. At 4,500 square studs it is compact but well-designed with surprisingly strong loops for its size. The map's familiarity to Roblox veterans creates a nostalgic experience, and its simple layout makes it one of the most beginner-friendly maps in Forsaken.

Key Features and Strategy

Pizza Place rewards efficient routing through a compact, well-connected layout.

  • Kitchen Core: The kitchen is the map's central area featuring oven loops, counter circuits, and window vaults to the dining room. The pizza oven creates a tight T-shaped loop that wastes 15-20 seconds per rotation. The kitchen contains a guaranteed generator spawn in 70% of matches.
  • Dining Area: Tables and booths create multiple mini-loops with window vaults back to the kitchen. The dining area is the most open space on the map, making it dangerous for extended chases but useful for quick rotations between kitchen and delivery areas.
  • Delivery Section: The delivery area features a loading dock with a garage door vault and delivery vehicle obstacles. This area connects to both the kitchen and the back alley, creating a three-way escape route that makes it one of the safest areas on the map.
  • Manager's Office: A small room with a single entrance and a window vault. The office generator is risky because the killer can body block the door, but the window vault provides an emergency exit. Complete this generator cooperatively to reduce risk.
  • Compact Patrol: Killers can patrol the entire map in under 15 seconds, making generator defense efficient. Survivors must repair generators aggressively in pairs to outpace the killer's short patrol loop. Prove Thyself is extremely valuable on this map.
  • Map Offering Value: Pizza Place is survivor-favored at 54% escape rate despite its small size because the strong kitchen and delivery loops waste disproportionate killer time. Use map offerings to increase your chance of getting this map when running loop-heavy survivor builds.

Horror Hotel, The Tempest, and Castle

These three large maps each offer distinct gameplay experiences that reward different skills. Horror Hotel tests vertical navigation across four floors, The Tempest introduces weather mechanics that affect visibility and movement, and Castle combines indoor and outdoor areas with medieval architecture that creates unique loop structures.

Horror Hotel - The Four-Floor Labyrinth

Horror Hotel is the only four-floor map in Forsaken, creating the most vertically complex gameplay in the game.

  • Four Floors: Lobby and reception on ground floor, standard rooms on second floor, luxury suites on third floor, and penthouse plus rooftop on fourth floor. Each floor has distinct decor and room layouts, with generators spawn-weighted toward floors two and three.
  • Elevator System: Unlike Hospital's broken elevator, Horror Hotel has two functional elevators that both killers and survivors can use. Elevators take 4 seconds to arrive and 3 seconds per floor of travel. Using elevators is risky because killers can wait at the destination floor, but the time saved versus stairs (4 seconds per floor via stairs) creates tactical decisions.
  • Room Keys: Some luxury suite and penthouse generators are behind locked doors requiring room key items found throughout the hotel. Keys spawn in reception, housekeeping carts, and random rooms. Survivors who collect keys early gain access to the safest generators on the map.
  • Lobby Loop: The ground floor lobby features a reception counter, luggage cart obstacles, and a grand staircase creating a multi-section loop that wastes 35+ seconds. The lobby is the safest chase area but also the most patrolled by killers.
  • Rooftop Escape: Fourth floor rooftop provides emergency drop-down to ground level, dealing 25% health damage but completely breaking chase. Only use rooftop escape when injured and about to be downed because the health cost is significant.
  • Kill Rate: Horror Hotel has a 56% kill rate, slightly killer-favored, due to the complexity causing survivor navigation errors. The map becomes survivor-favored (48% kill rate) among players with 50+ matches of experience.

The Tempest - Storm Survival

The Tempest is the largest map in Forsaken at 11,000 square studs, featuring dynamic weather that changes gameplay conditions throughout the match.

  • Weather Cycles: The Tempest cycles between clear skies (normal gameplay), rain (reduced visibility to 20 studs for both sides), thunderstorm (periodic lightning illuminates the entire map for 0.5 seconds revealing all positions), and fog (visibility drops to 10 studs making stealth nearly mandatory). Each weather phase lasts 60-90 seconds.
  • Open Terrain: The map features a lighthouse, shipwrecked boats, rocky outcrops, and coastal structures. The open terrain means pallets and windows are scarce (10-12 pallets), but the weather mechanics compensate by providing natural stealth opportunities during rain and fog phases.
  • Lighthouse: The central lighthouse is a three-story structure with the strongest loops on the map. During thunderstorms, the lighthouse light provides consistent illumination, making it the only area where chase mechanics remain normal regardless of weather.
  • Generator Priority: Complete exposed generators during rain and fog phases when the killer cannot see you working. Save lighthouse and boat structure generators for clear weather when you have full visibility of killer approaches.
  • Killer Matchups: Information killers (1x1x1x1, Guest 666) dominate because their aura-reading abilities bypass weather visibility reductions. Stealth killers surprisingly struggle because rain and fog reduce survivor visibility equally, removing the stealth advantage.
  • Survival Tip: Memorize generator positions during clear phases and navigate to them by memory during fog phases. Survivors who can repair generators without visual confirmation of their location gain 2+ minutes of free repair time per match during low visibility.

Castle - Medieval Mayhem

Castle combines indoor corridors, outdoor courtyards, and tower structures into a large mixed-layout map with the highest pallet count in the game.

  • Layout Sections: The castle features a great hall, dungeon, towers (4 total, one at each corner), courtyard, ramparts (walls connecting towers), and interior corridors. Generators spawn across all sections with heavy weighting toward towers and dungeon.
  • Pallet Abundance: 15-18 pallets is the highest count in Forsaken. Survivors on Castle can afford aggressive pallet usage because the supply rarely runs out during a normal-length match. This abundance makes Castle survivor-favored at 56% escape rate.
  • Tower Loops: Each corner tower has a spiral staircase creating a vertical loop where survivors circle upward while killers chase below, then drop down from the tower top to reset the loop. Tower loops waste 20-30 seconds each and are nearly impossible for M1 killers to counter.
  • Dungeon: The castle dungeon functions similarly to basement on other maps but with more room and two entrances instead of one. Dungeon rescues succeed at 65% rate compared to the 45% basement average due to the second entrance providing safer approach angles.
  • Courtyard Dead Zone: The open courtyard connecting all towers is a dangerous dead zone with no pallets or windows. Avoid crossing the courtyard when the killer is nearby. Use the rampart walls instead, which have cover and connect all four towers with protected pathways.
  • Nosferatu's Playground: Castle is Nosferatu's best map because Ascension flight from tower to tower covers massive distances instantly, Bloodhook catches survivors crossing the courtyard, and the medieval aesthetic complements his vampire theme. Nosferatu achieves 72% kill rate on Castle.

Three-gen scenarios are the number one cause of survivor losses on large maps (Horror Hotel, The Tempest, Castle, Cool Carnival, Hospital). After completing your third generator, pause and check the positions of remaining generators. If the final three or four generators are clustered within 40 studs of each other, you must break the cluster by completing the most dangerous generator next, even if it means taking risky chases. A three-gen at 4 generators remaining is recoverable; a three-gen at 2 generators remaining is nearly always fatal. Planning generator order is more important than generator speed on large maps.

Planet Voss, SFOTH, and Yorick's Resting Place

These three maps represent Forsaken's most thematically unique offerings. Planet Voss features alien terrain unlike anything else in the game, SFOTH adapts the classic Roblox Sword Fight on the Heights into a horror arena, and Yorick's Resting Place turns a cemetery into a graveyard of loops and tombstone cover.

Planet Voss - Alien World

Planet Voss is the newest and one of the largest maps at 12,000 square studs, featuring alien terrain that completely changes movement dynamics.

  • Alien Terrain: The surface features crystal formations, organic growths, alien architecture, and bioluminescent flora. The terrain is uneven with elevation changes every 15-20 studs, creating natural line-of-sight breaks that function like indoor walls despite being an outdoor map.
  • Low Gravity Zones: Three designated low-gravity zones allow survivors and killers to jump higher and fall slower. These zones create unique chase dynamics where survivors can reach elevated positions quickly but killers can follow more easily than via ladders. The bio-dome in the center is the largest low-gravity zone.
  • Crystal Formations: Large crystal clusters create the map's primary loop structures. Crystals are opaque but reflective, sometimes showing distorted reflections that can be mistaken for the killer or another survivor. This visual confusion benefits both sides depending on the situation.
  • Generator Locations: Generators spawn inside alien structures, behind crystal formations, and in the bio-dome. The alien architecture is unfamiliar to players, making generators harder to locate by sight. Audio detection (generator humming) becomes more important than visual scanning on Planet Voss.
  • Navigation Difficulty: Planet Voss has no familiar landmarks because nothing resembles real-world structures. The difficulty rating of 4/5 reflects the 10+ match investment required before basic navigation feels comfortable. Use the three moons visible in the skybox as cardinal direction references.
  • New Map Advantage: Because Planet Voss was added in February 2026, many players have not memorized the layout yet. Players who invest in learning it now gain a significant temporary advantage over opponents who are still disoriented.

SFOTH (Sword Fight on the Heights) - Classic Reimagined

SFOTH adapts the legendary Roblox game into a medium-sized outdoor map with elevated platforms, bridges, and dramatic height differences.

  • Elevated Design: The map features multiple stone platforms at varying heights connected by bridges, stairs, and ladders. The highest platform sits 40 studs above the lowest point, creating significant vertical gameplay. Falls from certain heights deal damage (15% health per 10 studs of fall distance beyond the first 5).
  • Bridge Chases: Narrow bridges connecting platforms create linear chase sequences where survivors must commit to crossing or turning back. Bridge pallets are extremely strong because killers cannot go around the pallet without backtracking to a different bridge connection.
  • Platform Generators: Generators spawn on platforms at various heights. Higher platforms are safer because killers must climb to reach them, but also harder to escape from if the killer arrives because descent options are limited to specific drop points.
  • Tower Structure: The central tower is the map's tallest point with a spiral staircase and generator at the top. The tower provides excellent overview for spotting the killer but has only one entrance/exit at ground level, making it a trap if the killer approaches.
  • Pallet Distribution: 12-14 pallets concentrated on bridges and platform edges. Bridge pallets are among the strongest in the game, but once dropped, the bridge becomes a dead zone because there are no alternative paths on a narrow bridge.
  • Map Balance: SFOTH has a balanced 51% kill rate because the height advantage works for both sides. Killers with mobility (Nosferatu's Ascension, c00lkidd's Slip Stream) gain massive advantage from bypassing the bridge and ladder system.

Yorick's Resting Place - The Graveyard

Yorick's Resting Place is a medium-sized outdoor graveyard map featuring tombstones, crypts, mausoleums, and a chapel that create a unique loop ecosystem.

  • Tombstone Cover: Hundreds of tombstones provide waist-height cover that breaks line of sight when crouching but not when standing. This creates a map where crouching during chase provides genuine stealth value, unlike most maps where crouching only slows you down.
  • Crypt Structures: Five crypts scattered across the graveyard function as mini-buildings with doorways and window vaults. Each crypt has one generator spawn location. Crypts provide the map's strongest loops because doorway-to-window chains extend chases by 20-25 seconds.
  • Chapel: The central chapel is the largest structure featuring pews, altar obstacles, and a bell tower accessible by ladder. The chapel generator is the map's most contested because its central location makes it both the most convenient and most dangerous to repair.
  • Open Grave Hazard: Several open graves exist as environmental hazards. Falling into an open grave stuns the survivor for 2 seconds and deals 10% health damage. Memorize open grave locations to avoid them during chases. Some killers herd survivors toward known grave positions.
  • Fog Aesthetic: Yorick's Resting Place has permanent light fog that reduces visibility to 25 studs, more than most maps but less than The Tempest's fog phase. The fog benefits survivors who use tombstone cover effectively because killers lose tracking at moderate distances.
  • Pallet Count: 13-15 pallets is above average, mostly positioned at crypt entrances and pathway intersections. The combination of pallets and tombstone cover makes this map survivor-favored at 55% escape rate. Visit /forsaken-maps for our detailed cemetery loop guide.

Make a Cake, Prison, Hospital, Forest, Abandoned Factory, and Lobby

The remaining six maps complete Forsaken's diverse map pool, ranging from the simplest tutorial map (Lobby) to one of the most complex (Hospital). Each offers distinct gameplay that rewards specific skills and knowledge.

Make a Cake - The Beginner's Bakery

Make a Cake is the smallest non-tutorial map at 3,500 square studs, featuring a bakery interior with kitchen, display counter, and storage areas. At difficulty 1/5 this is the easiest map to learn.

  • Simple Layout: The bakery has three main areas: the baking kitchen with oven and counter loops, the display and sales area with display case obstacles, and the storage room with shelf mazes. All three areas connect through doorways and a serving window, creating a circular flow.
  • Minimal Generators: Only 6 generators with tight spacing. Three-gen is almost guaranteed on Make a Cake, so survivor teams must plan their completion order from the first second. The strongest strategy is completing all generators on one side of the bakery first, then breaking through the defended side with coordinated pressure.
  • Pallet Scarcity: 8-10 pallets is the lowest count of any standard map. Each pallet is precious. The baking kitchen pallet and storage room pallet are the two strongest and should be preserved as long as possible.
  • Fast Matches: Average match time on Make a Cake is 5 minutes 30 seconds, the shortest in Forsaken. The small map and limited resources create intense, fast-paced gameplay where every decision matters immediately.
  • Best For Learning: New players should practice on Make a Cake because its simple layout lets you focus on chase mechanics, generator timing, and pallet usage without navigation complexity.

Prison - The Lockdown Compound

Prison is a large mixed indoor/outdoor map featuring cell blocks, exercise yard, guard towers, and administrative buildings. The prison theme creates natural chokepoints at locked gates that add a unique strategic layer.

  • Cell Block Wings: Two cell block wings (A and B) each contain rows of cells with narrow corridors. Generators spawn inside specific cells. Cell blocks feature long sightlines down corridors that benefit ranged killers like Guest 1337 but also benefit survivors who can see the killer approaching from a distance.
  • Exercise Yard: The central outdoor yard provides open space with minimal cover. The yard connects both cell blocks, the administrative building, and the guard towers. Crossing the yard is dangerous but necessary for efficient map traversal.
  • Guard Towers: Four guard towers at corners provide elevated positions with window vaults and generators. Towers connect to the perimeter wall walkway, creating an elevated route around the entire map that avoids the dangerous exercise yard.
  • Locked Gates: Three interior gates require interaction to open (2 seconds). Gates automatically close after 10 seconds. Killers can lock gates by interacting with control panels in the administrative building, creating temporary barriers that block survivor rotation.
  • Administrative Building: The admin area contains the warden's office, interrogation rooms, and the gate control panel. Controlling the admin building as a killer provides access to gate controls, making it a strategic priority for both sides.
  • Pallet Richness: 14-17 pallets is above average, mostly concentrated in cell blocks and the admin building. The exercise yard has zero pallets, making it the map's primary dead zone.

Hospital - The Indoor Giant

Hospital is tied with Planet Voss as the largest map at 12,000 square studs across three floors with 40+ rooms. The indoor labyrinth creates killer-favored gameplay with a 58% kill rate through limited sightlines and navigation complexity.

  • Three Floors: First floor features the emergency department, cafeteria, and administrative offices. Second floor contains patient rooms and surgical suites. Third floor holds research labs and equipment storage. Stairwells at five locations connect all floors, each requiring 3-4 seconds to traverse fully.
  • Disorientation Factor: Hospital causes more survivor deaths from navigation errors than from actual killer pressure in the first 10-15 matches. Use landmark navigation: surgery overhead lights, emergency red curtains, cafeteria food equipment, and third floor blue lighting serve as instant visual identifiers.
  • Third Floor Priority: Research lab generators in isolation must be completed within the first 2 minutes before the killer establishes a patrol pattern. Third floor generators complete at 90% success rate because killers visit the third floor only every 4 minutes on average.
  • Vertical Three-Gen: Generators directly above and below each other create vertical clusters that killers patrol in 15-second loops. Eliminate at least one stacked generator early to prevent this late-game trap.
  • Sound Occlusion: Different floors muffle audio by 60%, making terror radius detection unreliable. Track the killer through visual cues and teammate callouts rather than audio positioning.
  • For our complete floor-by-floor Hospital breakdown, visit the /forsaken-maps page where we have a dedicated Hospital guide with every generator location, loop position, and escape route mapped.

Forest - The Survivor's Paradise

Forest has the highest survivor escape rate at 58% thanks to its massive 11,500 square stud size, dense tree cover, and abundant natural loops. This is the map where survivors who understand positioning and stealth dominate.

  • Dense Tree Cover: Trees provide constant line-of-sight breaks every 5-8 studs across the entire map. Killers without information abilities lose survivors immediately after breaking chase contact. The tree density makes Forest the worst map for stealth killers ironically because survivors use the same cover more effectively.
  • Tree Loops: Many tree clusters create natural loops with fallen logs acting as vault points. These organic loops feel different from structure-based loops and require practice to optimize. The strongest tree loops chain between clusters, extending chases to 40+ seconds easily.
  • Cabin Structure: The central cabin is the only building on the map, containing 2 generators, strong window vaults, and the map's only basement location. The cabin creates a high-value area that both sides contest throughout the match.
  • Generator Spread: 8 generators spread across 11,500 square studs creates the most spaced generator distribution in Forsaken. Three-gen scenarios are nearly impossible, occurring in less than 5% of matches. Survivors can repair generators independently without worrying about cluster formation.
  • Fog Machine: Forest generates periodic ground fog that reduces visibility to 12 studs for both sides, lasting 30-45 seconds per cycle. The fog combined with tree cover makes Forest the best stealth map in the game. Urban Evasion users become nearly invisible during fog cycles.
  • Killer Counterpick: Only information killers and high-mobility killers can compete on Forest. 1x1x1x1's Unstable Eye is mandatory for finding survivors in tree cover. Nosferatu's Ascension provides aerial overview that bypasses tree obstruction. Slow killers like Insano and Builderman achieve under 35% kill rate on Forest.

Abandoned Factory - The Industrial Hybrid

Abandoned Factory is a medium mixed layout map featuring both indoor factory sections and outdoor loading areas. The industrial setting creates machinery loops, catwalk systems, and conveyor belt obstacles.

  • Factory Floor: The main indoor section features assembly line machinery, storage containers, and heavy equipment creating maze-like paths. Generators are hidden behind industrial equipment, requiring 5+ seconds to locate by sight alone.
  • Catwalk System: Elevated walkways above the factory floor provide overview of ground-level activities. Catwalks connect to ladders and drop points, creating vertical chase options. Generator repairs on catwalks are safer because you can see the killer approaching from 30+ studs away.
  • Loading Dock: The outdoor section features loading bays with truck obstacles and open yard space. This area lacks strong loops but provides quick access to exit gates. Loading dock generators should be saved for late game when gate proximity matters.
  • Conveyor Belts: Functional conveyor belts in certain areas move survivors and killers at 130% speed in one direction. Smart survivors use conveyors for quick escapes while killers use them for faster patrol routes. Conveyor direction knowledge is critical for chase routing.
  • Balanced Stats: Abandoned Factory achieves 50.5% kill rate, nearly perfectly balanced. The mix of indoor and outdoor areas means no single killer type dominates, and both chase-focused and stealth-focused survivors find value.
  • For complete factory floor navigation maps and conveyor belt route guides, visit our /forsaken-maps page.

Lobby - The Tutorial Arena

Lobby is the smallest map in Forsaken at 3,200 square studs with the simplest layout, functioning as the introductory map for brand new players.

  • Minimal Layout: A single open room with basic furniture obstacles, a few walls creating simple loops, and only 5 generators (the minimum for any map). The Lobby is intentionally simple to teach new players the basics without overwhelming them with map complexity.
  • Limited Resources: Only 6-8 pallets, the lowest in the game. The Lobby teaches pallet conservation because running out of pallets happens quickly. This scarcity forces new players to learn looping fundamentals rather than relying on pallet camping.
  • No Verticality: Single floor, no drops, no elevation changes. Lobby is pure horizontal gameplay where you can always see the killer if you have line of sight. This simplicity makes it the best map for practicing chase mechanics in isolation.
  • Quick Matches: Average match time of 4 minutes 30 seconds, the fastest in Forsaken. The tiny map and minimal generators create rapid games that are useful for warming up before ranked sessions.
  • Custom Match Training: Many players use Lobby for custom match 1v1 chase practice because the simple layout removes map knowledge as a variable, isolating pure mechanical skill. If you want to improve your looping, run chase drills on Lobby before trying complex maps.

Map Tier List by Survivor Escape Rate

This ranking shows which maps statistically favor survivors versus killers. Use this to inform your map offering decisions. Maps with higher escape rates are survivor-favored; maps with lower escape rates are killer-favored.

TierMapEscape RateWhy
S (Survivor)Forest58%Massive size + dense cover + impossible three-gen
S (Survivor)Castle56%15-18 pallets + tower loops + dual dungeon entries
A (Survivor)Cool Carnival55%Large spread + varied structures + rare three-gen
A (Survivor)Yorick's Resting Place55%Tombstone cover + crypt loops + fog
A (Survivor)Pizza Place54%Strong kitchen loop + compact escape routes
B (Balanced)SFOTH51%Height advantage works for both sides equally
B (Balanced)Crossroads50%Balanced design, competitive standard map
B (Balanced)Abandoned Factory50%Mixed layout prevents any side dominating
B (Balanced)Happy Home49%Small size but strong indoor loops
B (Balanced)Planet Voss49%Alien terrain confuses both sides equally
C (Killer)School47%Stealth killer heaven + vertical three-gen
C (Killer)Haunted Mansion46%Dark lighting + killer navigation advantage
C (Killer)Glass Houses45%No hiding + killer sees everything
C (Killer)Horror Hotel44%Four floors cause survivor disorientation
D (Killer)Hospital42%Navigation errors + limited sightlines + 3F complexity
D (Killer)Prison42%Locked gates + exercise yard dead zone
D (Killer)The Tempest41%Weather cycles + open terrain + pallet scarcity
D (Killer)Underground War39%Dead ends + echo confusion + 8-10 pallets
E (Tutorial)Make a Cake47%Guaranteed three-gen + 8-10 pallets
E (Tutorial)Lobby45%Minimal resources + tiny map + 5 generators

Pro Tip

Map offerings are one of the most underused tools in Forsaken. If you know your killer struggles on Forest (most killers do), use offerings to avoid it. If you are a survivor running a loop-heavy build, offer for Castle where 15-18 pallets give you maximum resources. Track your personal escape rate and kill rate per map over 20+ matches to identify which maps you overperform and underperform on, then use offerings to increase your preferred maps. Map selection is free value that most players ignore. For map-specific loadout recommendations and offering strategies, visit our /forsaken-maps page, and grab some exclusive Forsaken gear from the /merch page to represent while you grind.

Final Thoughts

Forsaken's 21-map pool in 2026 provides extraordinary variety, from the 3,200 square stud tutorial Lobby to the 12,000 square stud sprawling Hospital and Planet Voss. Each map rewards different skills: Asylum and Hospital reward vertical awareness, Forest and Yorick's Resting Place reward stealth and cover usage, Crossroads and SFOTH reward mechanical chase skill, and Underground War and Haunted Mansion reward memorization and route knowledge. The most impactful thing you can do for your overall performance is learn three maps deeply rather than all maps superficially. Pick one small map (Happy Home or Pizza Place), one medium map (Crossroads or School), and one large map (Castle or Forest), and invest 15-20 custom match sessions in each to build genuine spatial awareness. Once those three maps feel automatic, expand to others knowing that the general skills (generator routing, pallet management, floor transitions) transfer across all maps.

  • Forest is the most survivor-favored map at 58% escape rate due to massive size, dense cover, and near-impossible three-gen scenarios
  • Underground War is the most killer-favored map at 39% escape rate due to dead ends, echo confusion, and the lowest pallet count
  • Three-gen prevention is the single most important macro strategy on large maps (Horror Hotel, The Tempest, Castle, Hospital, Cool Carnival)
  • Indoor maps favor killers with anti-loop or wall-phasing abilities; outdoor maps favor survivors with stealth and positioning skills
  • Map offerings are free value that most players ignore; track your stats per map and use offerings to play your strongest maps more often
  • Invest in learning three maps deeply (one small, one medium, one large) before spreading attention across all 21 maps
  • Visit /forsaken-killers for killer-specific map strategies, /forsaken-survivors for survivor loadout recommendations per map, and /forsaken-maps for detailed individual map guides

Start your map mastery journey by loading a custom match on the map you lose on most and walking every route without a killer present. Memorize generator spawns, pallet positions, and escape routes until you can navigate with your eyes closed. Then play 10 ranked matches on that map and measure your improvement. The difference between a player who knows a map and one who does not is worth more than any perk build or killer choice. Check our /forsaken-maps page for individual guides and our /merch page for exclusive Forsaken gear!

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