
Windwalk
Live mapA compact asymmetric atrium with overlapping balconies, a central pillar and three height levels.
Atrium / Duel


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 21All 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.

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

Hovering temple ships face an open center. Curved flanks offer a different approach.
Sky ships / Open routes

A temple layout with two demolition sites and short rotations between the three approaches.
Temple / Demolition

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

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

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

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

Villas and raised flags overlook a valley crossed by a connected aqueduct.
Valley / Flag routes

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

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

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

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

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

Two demolition sites, three approaches and a cross-rotation route through an industrial complex.
Industrial / Demolition

An abandoned district and countryside, broken rooftops, orchards and movement routes for glider insertion.
City / Last Ninja

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

Opposing canyon bunkers, rolling hills, a sheltered cave flank and an exposed ridge.
Canyon / Flag routes

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

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

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

A 3,000 × 2,520 world-unit battlefield with six settlements, twelve outposts, forests, villages, river bridges and high skyway crossings.
Highlands / Conquest
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Captured October 2026 · Current Vulkan renderer · Original game geometry · Development build