The Forest and City maps define every round of Lurking Giants. Your hiding spots, relocation routes, and survival strategies all depend on the specific layout of the map you are playing on. The VERITY rework is expected to bring changes to both existing maps and potentially introduce a third map. This guide tracks all map-related updates and helps you prepare your strategies for the post-rework environment.
Current Map State
Before the rework, Lurking Giants has two maps: Forest and City. Each map creates a distinct gameplay experience:
Forest Map — Current Layout
The Forest map features natural terrain with horizontal cover options. Key landmarks and cover positions include:
| Forest Feature | Type | Cover Quality | Giant Interaction |
|---|---|---|---|
| Bush clusters | Visual only | Low — no physical protection | Locust can see through; Guilt ignores |
| Cave networks | Solid barrier | Very High — blocks line of sight and Haunt | Both Giants' Haunt reduced ~60% |
| Tree clusters | Visual barrier | Medium — slows pursuit | Locust struggles through; Guilt passes |
| Rock formations | Solid barrier | High — blocks line of sight | Locust Haunt blocked; Guilt partially |
| Geyser fields | No cover | None — death zone | Both Giants dominate here |
| Open meadows | No cover | None — extreme danger | Both Giants dominate here |
City Map — Current Layout
The City map features urban architecture with vertical cover options. Key landmarks and cover positions include:
| City Feature | Type | Cover Quality | Giant Interaction |
|---|---|---|---|
| Rooftop positions | Elevated | Medium — multiple exits needed | Guilt dominates vertical chases |
| Tunnel networks | Underground | Very High — blocks line of sight | Both Giants' Haunt significantly reduced |
| Building interiors | Solid barrier | High — blocks line of sight | Locust Haunt blocked; Guilt penetrates |
| Billboard blind spots | Visual only | Low-Medium — temporary | Experienced Giants check after 3 AM |
| Stair gaps | Vertical danger | None — Guilt death zone | Guilt dominates; Locust less effective |
| Open streets | No cover | None — extreme danger | Both Giants dominate here |
Expected Map Changes in the VERITY Rework
The VERITY rework is expected to modify both Forest and City maps. While no specific layout changes have been officially confirmed, community reports and the introduction of new Giants and survivor perks suggest significant map updates.
Forest Map Expected Changes
| Change Category | Status | Details | Impact |
|---|---|---|---|
| Cave repositioning | ⚠️ Rumored | Some caves may be moved or redesigned | Changes most reliable late-game cover |
| New cover types | ⚠️ Speculation | Structures that interact with new perks | Supports the perk/class system |
| Geyser field adjustment | ⚠️ Speculation | Danger zones may be repositioned | Shifts safe navigation routes |
| Tree density changes | ⚠️ Rumored | Tree clusters may be rearranged | Affects visual barrier effectiveness |
Survivor preparation: Memorize not just individual cave positions, but the logic of why certain positions are good (two exits, deep interior, Haunt reduction). This logic will transfer to new cave positions even if the specific locations change.
City Map Expected Changes
| Change Category | Status | Details | Impact |
|---|---|---|---|
| Rooftop redesign | ⚠️ Rumored | Some rooftops may get additional exit routes | Changes vertical escape options |
| Tunnel expansion | ⚠️ Speculation | New tunnel connections between buildings | Increases underground navigation options |
| Stair gap safety | ⚠️ Speculation | Stair gaps may be modified for new Giants | Could reduce Guilt's vertical dominance |
| Building layout updates | ⚠️ Rumored | Interior rooms may be redesigned | Changes Haunt penetration dynamics |
Survivor preparation: Practice using tunnels with multiple branches rather than linear tunnels. Multi-branch tunnels provide more escape options regardless of layout changes.
Third Map — Backrooms Theme
The Lurking Giants community has strongly requested a third map with a Backrooms theme. This is a community request, NOT a confirmed feature:
| Information | Status | Source |
|---|---|---|
| Community request for third map | ✅ Confirmed | Discord community discussions |
| Backrooms theme specifically | ✅ Confirmed | Multiple community requests |
| Official confirmation | ❌ Not confirmed | No ULTRA works statement |
| Development evidence | ❌ None | No leaks or teases |
If a Backrooms-themed map were added, it would likely feature:
- Endless corridors and rooms — Navigation-focused survival rather than cover-based
- Fluorescent lighting — Limited dark areas, making lantern management less relevant
- Acoustic reverb — Enhanced audio cues but also audio confusion
- Non-linear layout — Many possible relocation paths reducing predictability
How Map Changes Affect Existing Strategies
Hiding Spot Strategies
The most immediate impact of map changes is on established hiding spots. Players who have memorized optimal cover positions will need to update their knowledge:
| Current Strategy | Risk After Rework | Adaptation Required |
|---|---|---|
| Specific cave positions on Forest | High — caves may move | Learn new positions, maintain cave selection logic |
| Rooftop routes on City | High — rooftop layouts may change | Scout new routes during early pulses |
| Billboard blind spots | Medium — may remain similar | Low adaptation needed |
| Tunnel navigation | Medium — tunnels may expand | Learn new branches, update mental map |
Relocation Route Strategies
Relocation routes between cover positions will also change. The core principle — move 15-20 meters to new cover after each pulse — remains valid, but the specific paths will need updating:
Before the rework: Players can execute relocation from memory because they have played the same two maps hundreds of times.
After the rework: Players must scout during the first two pulses (1-2 AM) to identify new cover positions and relocation routes. The early pulses serve as a reconnaissance period, not just survival.
Giant Patrol Strategies
Giants will also need to adapt their patrol routes. Currently, experienced Giants know common survivor positions and patrol between them. After the rework:
- Guilt players: Must learn new vertical chase routes on City and new cave approaches on Forest
- Locust players: Must identify new wall-dependent cover to target with directional Haunt
- New Giant players: Must develop entirely new patrol strategies based on their unique abilities
How to Prepare for Map Changes
Skill Over Knowledge
The most important preparation is developing transferable skills rather than map-specific knowledge:
| Skill | Transferability | How to Develop |
|---|---|---|
| Pulse relocation timing | Very High — works on any map | Practice immediate relocation after highlight fades |
| Audio awareness | Very High — works in any environment | Play with headphones, track Giant direction |
| Cover selection logic | High — principles apply to new layouts | Choose cover with 2+ exits and Haunt reduction |
| Lantern discipline | Very High — always relevant | Practice lantern-off as default state |
| E-key sprint habit | Very High — works regardless of map layout | Train muscle memory for E instead of Shift |
Map-Specific Knowledge That Will NOT Transfer
Some current knowledge will become obsolete after the rework:
| Knowledge Type | Transferability | Example |
|---|---|---|
| Specific cave locations | Low | "Third cave from the north" may not exist |
| Rooftop jump sequences | Low | Specific building-to-building routes may change |
| Geyser field boundaries | Low | Danger zone shapes may shift |
| Stair gap positions | Low | Vertical danger areas may be redesigned |
The Third Map Question — Backrooms Community Request
The Lurking Giants community has been vocal about wanting a third map, specifically with a Backrooms theme. This request has been discussed extensively in the official Discord, but no official confirmation exists.
Why the Backrooms Theme Makes Sense
The Backrooms aesthetic — endless corridors, fluorescent lighting, and liminal spaces — is a natural fit for Lurking Giants:
| Factor | Forest Map | City Map | Hypothetical Backrooms Map |
|---|---|---|---|
| Theme | Natural horror | Urban horror | Liminal/psychological horror |
| Cover type | Horizontal (caves, bushes) | Vertical (rooftops, tunnels) | Labyrinthine (corridors, rooms) |
| Navigation style | Landmark-based | Height-based | Memory/path-based |
| Giant advantage | Open terrain pursuit | Vertical chase | Narrow corridor trapping |
| Survivor strategy | Cave rotation | Rooftop/tunnel cycling | Room-to-room relocation |
| Light requirements | High (very dark areas) | Medium (street lights) | Low (fluorescent throughout) |
How Backrooms Would Change Gameplay
A Backrooms-style map would create fundamentally different gameplay dynamics:
- Navigation becomes the primary skill: Unlike Forest (where caves are obvious) and City (where buildings are visible), a Backrooms map requires memorization of corridor layouts to find cover quickly after pulses
- Giant corridor trapping: The Giant could block narrow corridors, creating dead-end situations that do not exist in the current maps
- Audio echo effects: Enclosed corridors would amplify and echo audio cues, making it harder to determine the Giant's exact direction
- No dark areas: Fluorescent lighting eliminates the need for flashlight usage, changing the lantern management dynamic entirely
Frequently Asked Questions
Will the current maps be completely replaced? Unknown. The most likely scenario is that Forest and City will receive layout updates rather than complete replacement. The core identity of each map (natural terrain vs urban architecture) is likely to be preserved.
Is a third map confirmed? No. The Backrooms-themed map is a community request, not a confirmed feature. There is no official statement or development evidence for a third map.
Will my memorized hiding spots still work? Some will, some will not. Map reworks typically preserve some cover positions while changing others. Focus on learning the principles behind good cover (two exits, Haunt reduction, deep interior) rather than specific positions.
How long will it take to learn the new maps? Most players adapt to map changes within 10-20 rounds. The core gameplay loop (pulse → relocate → hide) remains the same, so only the specific cover positions and routes need updating.
Will the VERITY rework change how map voting works? Not confirmed. The current Alpha/Beta/Charlie door system with Forest/City map vote may be updated if a third map is added, but no official information exists on this topic.
How to Prepare for Map Reworks
Experienced players can take specific steps now to minimize the disruption when map changes eventually arrive. Rather than memorizing exact pixel-perfect hiding spots, focus on learning transferable principles that work regardless of map layout:
Principle-Based Map Knowledge
| Memorization Approach | Risk During Rework | Principle Approach | Rework Resilience |
|---|---|---|---|
| "Hide behind the third bush from the campsite" | Very high — bush may be removed | "Choose bushes near multiple exit routes" | High — principle works on any map layout |
| "Cave A is the best hiding spot" | High — cave may be repositioned | "Prioritize cover with 2+ exits" | Very high — principle is map-independent |
| "Run from rooftop C to tunnel D" | High — route may change | "After rooftop, descend to ground-level cover quickly" | High — vertical escape principle persists |
| "Geyser fields are east of spawn" | Medium — field boundaries may shift | "Avoid open terrain during pulse windows" | Very high — strategy works universally |
Skills That Transfer Across Any Map Layout
Regardless of how maps change, these core skills remain valuable:
- Relocation speed: The ability to sprint (E key) to new cover within 10 seconds after a pulse highlight is universally important
- Audio awareness: Listening for Giant footsteps and Haunt effects works on any map
- Cover evaluation: Assessing cover quality (exit count, Haunt resistance, depth) is a skill that applies everywhere
- Giant psychology: Understanding how Giants predict relocation destinations is independent of specific map layouts
- Lantern discipline: Keeping your lantern off by default is always correct, regardless of map design
Skills That May Need Updating
These skills are map-specific and will require relearning after a rework:
- Exact cover locations: Specific bush, cave, and rooftop positions
- Rotation routes: The optimal paths between cover positions
- Sightline knowledge: Where the Giant can and cannot see from each position
- Stair gap positions: Vertical danger zones on City map
- Geyser field boundaries: Horizontal danger zones on Forest map