Maps & Atlas Floors
The Atlas System
Every run draws floor layouts from the Atlas—a massive rotating pool of environments rather than a fixed linear dungeon. Offices, maintenance sectors, retail shells, aquatic zones, and conditional boss arenas all appear based on depth, seed, and modifiers. v0.6.8 added Bluerooms and Canals alongside map range adjustments for floors like Glacier now spawning Floors 10–30 instead of all post-Floor-10 depths.
Floor size tiers affect layout scale and entity spawn point budgets under v0.6.5+ rules. Small maps concentrate danger; large maps offer routing options but may host multiple entities consuming combined MDL budgets.
Standard vs Conditional Floors
Standard floors spawn tasks, consumables, and random entities from the daily or run seed. Conditional floors replace standard layouts when triggers fire: Envy’s Coliseum on Floor 20, The Mall for Mannequins from Floor 15 or Big Bad upgrade, Sloth’s Cathedral when Sloth queues, and other event floors documented in entity guides.
Conditional floors often change task types entirely—Envy’s thirteen information papers, Sloth’s high task count without code keypads—and demand preparation before entry.
Music and Atmosphere
v0.6.8 added over twenty music tracks tied to map themes and events. Audio cues signal blackouts, entity aggro, and floor transitions. Headphones improve survival more on maps than raw movement speed in many cases.
Using Map Guides
Our subpages break Atlas knowledge by phase: early Floors 1–35, boss arenas, Daily Mode’s truncated Floor 1–20 pool, and Atlas overview for cross-cutting mechanics. Pair map reading with walkthroughs for task routing examples.