Maps
Every arena is built for vertical instagib: multiple height tiers, long sight lines, and routes you can only reach with a wall-jump or boost-jump.
Causeway
A symmetric complex floating in deep space. A raised ring of islands and keeps loops around a central spire, with a real floor underneath for players who drop into the pit. The Crown, high over the spire, is the map's most contested perch.
Reactor
A power-plant interior: a turbine hall and a pump room flank the central reactor core, with balconies, catwalks and gantries stacked up the walls. Close-quarters fights below, long rails across the hall above.
Lounge
You're rat-sized in a giant open-plan living room and kitchen. Sofas, tables, bookcases and the fridge are the terrain — every piece of furniture is a step up to the next.
Nuketown
A suburban cul-de-sac at golden hour: two mirrored houses, a street of parked cars, backyards and a water tower whose catwalk overlooks the whole block.
Container Yard
A floodlit night terminal for 1v1. Each player owns a warehouse; between them, container stacks form lanes and decks under a gantry crane whose girder is the contested high ground.
Derrick
An oil-refinery yard at dusk, symmetric around a lattice drilling tower. Pipe racks cross the yard, and gantries spiral up the tower to a crown you can only reach with a boost.
Public matches rotate maps by vote at the end of every match. Learn the movement on how to play.
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