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.
Map status
Current maps
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
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
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.
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.








