Map Rotation
Fifteen arenas. Each one changes the fight.
Twelve built-in maps and three community maps voted into public play. Every round ends with a vote on the next one. Same controls, different consequences.
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Built-in official maps
Arena
The clean baseline. Simple geometry, short sightlines, and few surprises. Learn parry timing and charge reads here, then bring those habits to the stranger maps.
The Backrooms
Yellow corridors and bad corners. Charged punches die to walls. Grabs, jabs, and corner reads win.
Battleground
Wide open with mid-height cover. The map for practicing rocket-punch routes and baiting launches across the lanes.
Snowy Hill
Slopes. Slippery. Downhill recoveries are unforgiving. A light tap can turn into a long slide right off the edge.
Cartoony House
Giant living room. Couches block sightlines, tables become launch ramps, chairs make great projectiles. Grabbier than it looks.
Rooftops
Buildings stitched together with moving platforms. Lose the height battle and you're falling for the rest of the round.
Desert Pillars
Long sightlines broken by pillars and a central pyramid. The high ground in the middle wins fights. Reaching it without cover leaves you exposed.
Flower Pot
gjooby's oversized planter. Stems become bridges, blossoms become platforms, the pot wall becomes a death drop. Bring your air kick.
Food Court
Mall food court with weapon spawns at every counter. Whoever controls the items controls the round.
Volcano
The lava is real. Everyone forgets. The lava reminds them.
Poison Plummet
Stacked platforms over poison. If you can't mid-air parry or rocket-punch back up, you go down for good.
Ancient Structure
Columns, stairs, elevated ledges. A small launch turns into a full conversion if you read the angles. The map for charged-release players.
Community maps in rotation
Foggy Station
Fog hides flanks until they're already on you. Overextend here and you'll know it before you can react.
Desolate Boneyard
Empty, open, and exposed. Long reads and sudden flanks. Stand in the wrong lane without cover and the round ends.
Magma Factory
Synced crushers, hot lanes, narrow chokepoints. A bad commit can lose the round to the map before anyone throws a punch.
How the vote works
Between rounds, the score screen shows a randomized slate of public maps. Everyone votes. Most votes wins. Custom lobbies skip the vote and pick directly. Training Arena is solo-practice only and stays out of the public pool.
Practice the uncomfortable maps
A clean punch on Arena is a different decision than the same punch on Volcano or Magma Factory. Hazards, sightlines, and recovery space all change which weapons matter and which lanes are safe. Vote for maps that expose weak habits; the arena you avoid is usually the one with the lesson.