Dojo’s tatami court and covered galleries in the game engine

21 maps.

From Dojo’s close quarters to Shogun Highlands’ forests, villages and mountain crossings. Twenty-one multiplayer maps, built for different kinds of fight.

Explore all 21

All 21 maps are playable in the development build. Every image below is a fresh engine render. Scene and overview views show the actual geometry.

Map scale is independent of server capacity. The current limit is 64 players, including bots; smaller arenas suit smaller matches.

Showing all 21 maps

Windwalk, rendered in the game engine

Windwalk

Live map

A compact asymmetric atrium with overlapping balconies, a central pillar and three height levels.

Atrium / Duel

Cloudbreak, rendered in the game engine

Cloudbreak

Live map

Hovering temple ships face an open center. Curved flanks offer a different approach.

Sky ships / Open routes

Moonspire, rendered in the game engine

Moonspire

Live map

Opposing sky pagodas, a raised central ridge and exposed side routes. Take the shrines to a new angle.

Sky pagodas / Verticality

Sandgate, rendered in the game engine

Sandgate

Live map

Desert lanes, mid doors, a raised catwalk and tunnels. Multiple approaches reward a well-timed rotation.

Desert / Crossing lanes

Dojo, rendered in the game engine

Dojo

Live map

A compact tatami hall with training dummies, shoji screens, a skylight and garden loops.

Temple / Close quarters

Sky Temples, rendered in the game engine

Sky Temples

Live map

Five floating platforms, seven launch pads and narrow exposed ramps. The void makes every landing matter.

Floating islands / Verticality

Sun Aqueduct, rendered in the game engine

Sun Aqueduct

Live map

Villas and raised flags overlook a valley crossed by a connected aqueduct.

Valley / Flag routes

Firefly Village, rendered in the game engine

Firefly Village

Live map

Two houses, balconies, gardens and offset festival wagons. Close approaches meet open crossfire.

Village / Close quarters

Lantern Yard, rendered in the game engine

Lantern Yard

Live map

An enlarged practice courtyard, shrines and covered side routes. Six traversal pads keep the lines moving.

Courtyard / Training

Ironworks, rendered in the game engine

Ironworks

Live map

Industrial lanes, furnace blocks and an overhead gantry. Cross the bridges or thread the through routes.

Industrial / Team play

Twin Castles, rendered in the game engine

Twin Castles

Live map

Opposing castles across a forest of rolling hills, a treehouse, waterfall tunnel and ruined columns.

Forest / Flag routes

Ninja World, rendered in the game engine

Ninja World

Live map

Four cover islands and intersecting lanes, expanded with galleries, upper routes and perimeter flanks.

Crossing lanes / Verticality

Fallen City, rendered in the game engine

Fallen City

Live map

An abandoned district and countryside, broken rooftops, orchards and movement routes for glider insertion.

City / Last Ninja

Jade Deck, rendered in the game engine

Jade Deck

Live map

Three refinery levels surround a cooling basin. Galleries, a service hall and cross bridge connect the fight.

Refinery / Close quarters

Redstone Gulch, rendered in the game engine

Redstone Gulch

Live map

Opposing canyon bunkers, rolling hills, a sheltered cave flank and an exposed ridge.

Canyon / Flag routes

Twin Keeps, rendered in the game engine

Twin Keeps

Live map

Battlements and flag vaults linked by a covered bridge, with lower canals offering another way across.

Fortress / Flag routes

Tidebreak, rendered in the game engine

Tidebreak

Live map

A beach approach climbs through a breached sea wall, bunkers and an inner fortress.

Coast / Layered routes

Stormdance, rendered in the game engine

Stormdance

Live map

Uplands and a ravine bridge connect separate flag towers, with traversal cables across the landscape.

Uplands / Flag routes

Captured October 2026 · Current Vulkan renderer · Original game geometry · Development build