UpdatesintermediateUpdated: 7/12/2026

Lurking Giants Map Rework Updates — How Maps Are Changing

Map rework updates. Expected map changes, hiding spot updates, new danger zones, and how to adapt strategies.

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 FeatureTypeCover QualityGiant Interaction
Bush clustersVisual onlyLow — no physical protectionLocust can see through; Guilt ignores
Cave networksSolid barrierVery High — blocks line of sight and HauntBoth Giants' Haunt reduced ~60%
Tree clustersVisual barrierMedium — slows pursuitLocust struggles through; Guilt passes
Rock formationsSolid barrierHigh — blocks line of sightLocust Haunt blocked; Guilt partially
Geyser fieldsNo coverNone — death zoneBoth Giants dominate here
Open meadowsNo coverNone — extreme dangerBoth Giants dominate here

City Map — Current Layout

The City map features urban architecture with vertical cover options. Key landmarks and cover positions include:

City FeatureTypeCover QualityGiant Interaction
Rooftop positionsElevatedMedium — multiple exits neededGuilt dominates vertical chases
Tunnel networksUndergroundVery High — blocks line of sightBoth Giants' Haunt significantly reduced
Building interiorsSolid barrierHigh — blocks line of sightLocust Haunt blocked; Guilt penetrates
Billboard blind spotsVisual onlyLow-Medium — temporaryExperienced Giants check after 3 AM
Stair gapsVertical dangerNone — Guilt death zoneGuilt dominates; Locust less effective
Open streetsNo coverNone — extreme dangerBoth 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 CategoryStatusDetailsImpact
Cave repositioning⚠️ RumoredSome caves may be moved or redesignedChanges most reliable late-game cover
New cover types⚠️ SpeculationStructures that interact with new perksSupports the perk/class system
Geyser field adjustment⚠️ SpeculationDanger zones may be repositionedShifts safe navigation routes
Tree density changes⚠️ RumoredTree clusters may be rearrangedAffects 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 CategoryStatusDetailsImpact
Rooftop redesign⚠️ RumoredSome rooftops may get additional exit routesChanges vertical escape options
Tunnel expansion⚠️ SpeculationNew tunnel connections between buildingsIncreases underground navigation options
Stair gap safety⚠️ SpeculationStair gaps may be modified for new GiantsCould reduce Guilt's vertical dominance
Building layout updates⚠️ RumoredInterior rooms may be redesignedChanges 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:

InformationStatusSource
Community request for third map✅ ConfirmedDiscord community discussions
Backrooms theme specifically✅ ConfirmedMultiple community requests
Official confirmation❌ Not confirmedNo ULTRA works statement
Development evidence❌ NoneNo 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 StrategyRisk After ReworkAdaptation Required
Specific cave positions on ForestHigh — caves may moveLearn new positions, maintain cave selection logic
Rooftop routes on CityHigh — rooftop layouts may changeScout new routes during early pulses
Billboard blind spotsMedium — may remain similarLow adaptation needed
Tunnel navigationMedium — tunnels may expandLearn 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:

SkillTransferabilityHow to Develop
Pulse relocation timingVery High — works on any mapPractice immediate relocation after highlight fades
Audio awarenessVery High — works in any environmentPlay with headphones, track Giant direction
Cover selection logicHigh — principles apply to new layoutsChoose cover with 2+ exits and Haunt reduction
Lantern disciplineVery High — always relevantPractice lantern-off as default state
E-key sprint habitVery High — works regardless of map layoutTrain muscle memory for E instead of Shift

Map-Specific Knowledge That Will NOT Transfer

Some current knowledge will become obsolete after the rework:

Knowledge TypeTransferabilityExample
Specific cave locationsLow"Third cave from the north" may not exist
Rooftop jump sequencesLowSpecific building-to-building routes may change
Geyser field boundariesLowDanger zone shapes may shift
Stair gap positionsLowVertical 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:

FactorForest MapCity MapHypothetical Backrooms Map
ThemeNatural horrorUrban horrorLiminal/psychological horror
Cover typeHorizontal (caves, bushes)Vertical (rooftops, tunnels)Labyrinthine (corridors, rooms)
Navigation styleLandmark-basedHeight-basedMemory/path-based
Giant advantageOpen terrain pursuitVertical chaseNarrow corridor trapping
Survivor strategyCave rotationRooftop/tunnel cyclingRoom-to-room relocation
Light requirementsHigh (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 ApproachRisk During ReworkPrinciple ApproachRework 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:

  1. Relocation speed: The ability to sprint (E key) to new cover within 10 seconds after a pulse highlight is universally important
  2. Audio awareness: Listening for Giant footsteps and Haunt effects works on any map
  3. Cover evaluation: Assessing cover quality (exit count, Haunt resistance, depth) is a skill that applies everywhere
  4. Giant psychology: Understanding how Giants predict relocation destinations is independent of specific map layouts
  5. 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