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  3. Survive the Killer>
  4. Maps

All 20 Maps, Routes and Exits in Survive the Killer

Updated on November 1, 2026 (3 days ago)

The maps are where every chase happens, and each one has its own layout, hiding spots and exits. Some come with special routes, like the train on Subway, and a few have Classic layouts or older Legacy versions worth knowing about.

View

Map status

Current maps

18 items

Happy Neighborhood

A suburban street with enterable houses, crawlspaces, and a hedge maze.

Setting
Suburban neighborhood
Size
Medium
Map Feature
Players can enter the houses, use fence crawlspaces, and circle the hedge maze.

Classic Willow Marsh

An older swamp layout with buildings and plenty of hiding spots.

Setting
Swamp
Size
Smaller than Willow Marsh
Map Feature
This older, compact layout has buildings throughout and many hiding places.

Willow Marsh

A larger swamp with cabins, trees, and a central shack.

Setting
Swamp
Size
Large
Map Feature
The central shack has a basement; cabins have windows and lockers.

Water Treatment Facility

A water plant with upper and lower exits and crawlspaces through its side areas.

Setting
Water treatment plant
Size
Medium
Map Feature
Side corridors have crawlspaces, including a pair close together.

Papa Roni's Pizzeria

A compact pizza restaurant with two dining rooms and a hidden back room.

Setting
Pizzeria
Size
Small
Map Feature
A long vent connects the main dining room to a back room.

Night School

A two-floor school with a central staircase and exits on both levels.

Setting
School
Size
Large
Map Feature
The central staircase is the route between floors and the upper-floor exit.

Classic Fair Grounds

The classic carnival layout has rides and broad open areas.

Setting
Carnival
Size
Large, open
Map Feature
The roller coaster, ferris wheel, trees, and tents cluster near one exit.

Fair Grounds

A sprawling carnival with rides, tents, and hilly paths.

Setting
Carnival
Size
Very large
Map Feature
Several colored tents have sides players can walk through.

Darkwood Asylum

A two-floor asylum with many rooms and several ways between levels.

Setting
Asylum
Size
Large
Map Feature
Two staircases and an elevator shaft reach the second floor.

Space Lab

A two-level space station with lab rooms, lockers, and hiding spots.

Setting
Space station
Size
Very large
Map Feature
Some windowed rooms have curtains players can hide behind.

Haunted Mansion

A large, two-floor mansion with many rooms and crawlspaces.

Setting
Mansion
Size
Very large
Map Feature
The map adds lockers, crawlspaces, and an exit door at the mansion entrance.

Skate Zone

A large skating venue with an open rink, arcades, and connected vents.

Setting
Skating rink
Size
Large, open
Map Feature
A long vent system connects routes across the map.

Scary Gary's Academy

An abandoned school with a basement, courtyard, and upper floor.

Setting
Abandoned academy
Size
Very large
Map Feature
The academy has a basement, first floor, second floor, and central courtyard.

???

A Tokyo-inspired city map with three tall skyscrapers.

Setting
Tokyo-inspired city
Size
-
Map Feature
Three tall skyscrapers shape the outdoor map.

Deadman's Point

A Western town with rooftops, hiding places, and two distinct exit areas.

Setting
Western town
Size
Expansive
Map Feature
A saloon, bank, graveyard, and train sit around the town's exits.

Junkyard

A scrapyard with scattered junk piles and doors controlled by switches.

Setting
Junkyard
Size
Large
Map Feature
A door control mechanism changes routes through the scattered scrap piles.

Subway

An abandoned station with two platforms, control rooms, and a train exit.

Setting
Abandoned subway station
Size
-
Map Feature
Activating five fuses opens a train-car exit before the standard doors.

Mines

A mine where players clear rubble at blocked exits or use a spawned escape rope.

Setting
Mine
Size
-
Map Feature
Most of the map is open; minecarts clear rubble from two exits, and escape ropes can spawn if they remain blocked.

Map status

Legacy versions

2 items

Papa Roni's Pizzeria (Old)

The earlier pizzeria layout had a compact dining room and a descending back exit.

Setting
Pizzeria
Size
Smaller than current version
Map Feature
The old layout had a descending back exit and a glass wall beside its stairs.

Water Treatment Facility (Old)

The original plant layout had jumpable red tubes and a different floor plan.

Setting
Water treatment plant
Size
-
Map Feature
Red tubes could be jumped on, and a metal ring marked the old killer spawn.

How Map Layouts Shape Every Chase

A map's layout decides how a chase plays out, since it controls how far the killer can see and where you can get out of view. Open outdoor areas with long sightlines make you easy to spot early, so it pays to stay close to cover there. Indoor maps with lots of corners give you more chances to break line of sight, but you need to turn a corner before you stop, not after. Learning a map's layout is the quickest way to know where to run and where to wait.

How Escaping Works on Most Maps

You can't just run for the door when the round starts. The exit doors open later in the round, when the timer gets tight. Once the exits open, the killer can see where everyone is, so the rush to the exit starts right then. Follow the arrow indicators to the door, since they help you reach it fast, and once you're through, you're completely safe from the killer.

Plan your route backward from the exit, not forward from where you spawn, so every move you make points toward a way out. Learn two routes out of each area, because a single route becomes a dead end the moment it's blocked. If the killer is watching the exits, get out early or switch to your other route rather than waiting it out.

Using Crawl Routes to Get Away

Crawling lets you move through spaces too low to walk through, and some room entrances can only be reached this way. Certain openings in the walls let you crawl through and get away from the killer, and crawling can put a barrier between you and them. That makes crawl routes worth learning on each map before a chase starts.

Subway Fuses and the Train Exit

Subway has a second way out: the train. You need five fuses, which are small white-glowing cylinders, and each one powers one of five switches. When all five are on, a marker appears and points you to the platform, where you can leave through the train.

Subway is small and has few places to hide, so the fuse search keeps you in open space for a while. The train doesn't depend on the timer, which makes it worth knowing about.

Clearing Blocked Exits on Mines

Two of the exits on Mines are blocked by rubble, and you clear the debris by shoving a minecart into it. Much of the map is open ground with few hiding spots, so once the killer spots you, it's hard to dodge.

Current Maps, Classic Layouts and Legacy Versions

Current maps are the versions the game uses today. Classic layouts are different: Classic Fair Grounds and Classic Willow Marsh are playable, and they're laid out differently from the newer versions, so a route you learned on one may not work on the other. Legacy versions are older layouts from before a map was reworked. They're kept as a record of how those maps used to be, not as maps you can count on playing, so don't plan around them.

FAQ

Q.

Can I choose which Survive the Killer map I play?

You can't always pick. Maps rotate regularly, and Subway doesn't come up every time, so you may need to keep voting for it to load.

Q.

Where do escape ropes appear on Mines?

Ropes can appear in one of three zones, and each zone is marked by a large opening in the ceiling. They matter most when rubble is still blocking an exit. Without a cleared path, a rope can become the only realistic way out.

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