When we release Deathgarden’s major update, you’ll see that we’ve made several changes to the game’s maps. We’ve kept the British Columbia and Arizona biomes and, from these, created four thematic arenas, each with a unique look and feel.   

As you know, one of our main goals with Deathgarden’s revamp is to further your sense of immersion and reinforce the game’s fantasy. To achieve this, we started by darkening the universe and creating individual characters. Our next step was to revamp the arenas, your ‘playing field.’ Many of you expressed the desire to see more nuanced and varied maps. By reshaping the game, we’ve given ourselves the opportunity to do so.

Each new map is comprised of: 

  • A specific biome (e.g. Arizona or British Columbia) 
  • A gameplay-affecting weather condition (e.g. sandstorm, dusk, fog, etc.) 
  • Thematic & garden-specific structures/assets (related to the lore) 
  • A procedurally-generated elevation/depression pattern (to further vary your gameplay experience) 

The changes we’ve made aren’t only aesthetic, though; they will have a direct impact on your experience. As hunters and scavengers, you’ll need to adapt your playstyle and strategy to the map in which you play. 

Salt Creek

"The endless convoy of civilians must take the road that runs alongside the river. Its waters are shallow, but the river’s winding course slows down the wanderers’ eastward movement. These are ideal grounds for those seeking to hunt down the vulnerable." 

Salt Creek, our newest map, stands out from the others thanks to its winding river and the towering rock formation found at its heart. 

  • Biome: British Columbia 
  • Weather Condition: Foggy 
  • Garden elements: Rivers, waterfalls, boulders, trees, ruins, open fields & gullies 

Salt Creek is nearly devoid of buildings, and the river that flows through the arena doesn’t provide much cover. And so, scavengers, for whom hiding is essential, may find themselves having to stay out in the open for extended periods of time.  

Hunters, on the other hand, may exploit vantage points to keep track of scavengers; the vast openness of Salt Creek will allow hunters to effectively spot and track scavengers from afar.  If scavengers are to survive the hunter’s brutality, they’ll need to use the variance in elevation to their advantage and hope that the fog will break the hunters’ line of sight, and their wits about them.  


“Cut off from high command, and with little prospect of reinforcement, the 'Death’s Heralds soldiers' set up a base of operation in a cemetery and drew up plans for a counterattack.”

Tombstone distinguishes itself from the other maps thanks to its towering obelisk and countless tombstones and mausoleums.   

  • Biome: British Columbia 
  • Atmosphere: Night 
  • Garden elements: Tombstones & mausoleums, central obelisk, trees, ruins, tunnels, irregular terrain with frequent elevation changes


“The oil field detonated, killing our people but destroying the enemy and denying them their prize. Victory comes at a cost, and there are always sacrifices to be made.” 

Blowout is a large open oil field shrouded in a dense fume cloud. The arena is crammed with rust-covered drilling and pumping machinery.

  • Biome: Desert
  • Atmosphere: Choking Fumes
  • Garden elements: Oil rig, pipes, barrels, pumpjack, oil Derrick, ruins, cacti, scarce trees, trenches, scattered flat patches of land surrounded by cliffs.



“Our attack was swift and expertly executed - the city had fallen in hours. Pockets of resistance remained, but they were tracked down and eradicated. A perfect campaign result.”

First Strike’s topography is virtually flat, but the arena’s grounds are peppered with building ruins and overgrown vegetation.

  • Biome: British Columbia
  • Atmosphere: The calm before the storm
  • Garden elements: Ruined city, trees, even ground.

Over the next few weeks, we’ll be showing you the rest of them, so be sure to check back here regularly and to follow us on social. 

Thanks for reading! 

The Deathgarden Dev Team 

See all news