How many maps at EA launch?
One procedural carnival map with 32 modular rooms and 4 floors. More environments are planned during Early Access.

Carnival Hunt maps guide: procedural 32-room hub, two active wings, connector corridors, floor objectives, shortcuts, and Grand Door escape routes on Steam EA.
Centre hub, procedural wings, four floors, and Grand Door routes.
Early Access ships one procedural carnival environment built from 32 modular rooms stacked across 4 vertical floors. Every match randomizes which wings connect to the centre hub, where chests spawn, and which shortcuts unlock — so Carnival Hunt maps mastery means reading landmarks, not memorizing a fixed blueprint.
This Carnival Hunt maps guide explains centre vs wing vs connector logic, per-floor objectives that open upward routes, the four wing archetypes in EA, and the top-floor Grand Door win condition. Cross-link loot spawns on the items guide and bunny routing on the bunnies guide. Verified July 23, 2026 · Steam · Beer Night Studio.
| Map fact | EA detail |
|---|---|
| Room pool | 32 modular pieces |
| Verticality | 4 floors to Grand Door |
| Layout | Procedural — centre + 2 active wings + connector |
| Randomized | Wing pick · gear/chest/ticketman positions |
| Win condition | Complete objectives · reach Grand Door |
The carnival is assembled each queue from a fixed library of 32 modular rooms. The generator picks a centre hub, rolls two wings from a four-wing pool, and stitches a connector corridor between them so the footprint reads as a square. Small connector rooms never add vertical floors — they only move loot, keys, and pressure horizontally.

| Layer | Count per match | Function |
|---|---|---|
| Centre room | 1 (always) | Carousel hub · ziplines · hub minigame |
| Active wings | 2 of 4 pool | Primary objectives · exit gates (except centre top) |
| Connector | 1 generated | Horizontal link · resources · cross-wing rotation |
| Small corridors | Variable | No up/down — loot paths only |
Beyond wing selection, gear inserts, Ticketmen, chests, and obstacle props shuffle positions. That is why callouts use room *types* — "we are in Organ Hall" — instead of compass directions. More room modules are planned during EA; layout *rules* stay stable even as the pool grows.
Two wings plus connector lets squads split loot while staying one rotation away from reuniting at centre. Monsters patrol the hub choke; bunnies punish by completing the far wing objective while the hunter checks a false ping.
The Centre Room appears every match. Identify it instantly by the carousel and looping fairground music — your navigation anchor when wings blur together.

| Floor | Centre feature | Bunny note |
|---|---|---|
| Floor 1 | Cog gate · hub minigame | No Jack merchant here — loot wings first |
| Floor 2 | Zipline (right) · High Striker behind gate | Power zipline via striker or long flank |
| Floor 3 | Zipline same side · striker gate | Shorter flank than floor 2 |
| Floor 4 | No exit gate | Must escape via an active wing top gate only |
First-floor minigame pays items — often candy for Jack — when your squad still has keys for the real objective. Win it once, then rotate outward before noise stacks.
Floors 2–3 repeat zipline placement on the right side. High Strikers sit behind gates — insert a gear cog or flank the long way. Ziplines are the fastest centre vertical tool when the monster camps a wing staircase.
Each wing exposes three pairs of doors that can rotate toward the centre — use them to shake chases and deliver cogs. Only two wings spawn per match from the four-wing pool; learn all four archetypes below so you are never lost when seed changes.
| Space | Verticality | Typical loot |
|---|---|---|
| Active wing A | Floors 1–4 | Objective gears · chests · backstage |
| Active wing B | Floors 1–4 | Exit gate top floor · cannon / coaster |
| Connector corridor | Flat only | Keys · candy · hat quest paths |
Rotating wing doors toward centre creates short loops for play dead baits — drop a possum pile near a rotating door, then slip out the far pair when the monster commits. Doors also define where Marbles and Smoke Carrot from the items guide matter most.
Connectors are the neutral ground between objectives. Run them when the monster tunnels one wing, but remember: no vertical exits. If your team needs floor 3, finish a wing objective — do not waste time searching stairs in a connector.
Carnival Hunt maps verticality is four discrete floors. Lower floors teach loot and first objectives; mid floors tax keys and noise; upper floors compress chases near exit gates. The monster tries to block vertical progress while bunnies chain shortcuts unlocked by wing objectives.
| Floor band | Pressure | Bunny focus |
|---|---|---|
| Floor 1 (lower carnival) | Low monster momentum | Loot keys/candy · learn wing identity |
| Floor 2 (mid) | First chases · cannon/zipline | High Striker winds · split loot |
| Floor 3 (upper mid) | Tight noise · ferris timers | 60s ferris windows · tightropes |
| Floor 4 (top) | Grand Door / exit gates | Two-cog exit gates · hat quest overlap |
Centre room never hosts a floor-4 exit gate. If both wings feel far, check which wing your seed assigned the powered exit — ping it before burning cogs on centre ziplines.
Each active wing hosts a primary objective per floor band — High Striker, ferris wheel, rollercoaster, double staircases, and more. Completing them opens shortcuts to the next floor faster than raw staircase grinding. Objectives consume keys, gears, and time; assign roles before you insert cogs.

| Mechanism | Typical cost | Reward |
|---|---|---|
| High Striker | Key wind + gate cog | Zipline · vertical skip |
| Ferris wheel | Lever + gate puzzle | Floor jump (timed) |
| Rollercoaster | Multi-bunny wind | Send 1–2 bunnies upstairs |
| Cannon | Gate cog | Single-bunny launch |
| Double staircase | Two cogs | Full wing vertical access |
Four wing templates rotate in the pool. Recognize them by silhouette and audio — each changes which Carnival Hunt maps strategies apply.

Long choral room with open sightlines. High Striker sits back-right behind a gear gate — powerful but exposed. Magician hat trick grabs from upper balconies punish idle bunnies; use proximity chat discipline. Floor 2 adds cannon access via tightrope or gated route.
Stage talent wing with backstage on floor 1. Floor 2 kitchen hall links downward — a gear shortcut for friends below. Double staircase on floor 3 needs two cogs; ferris wheel side gate only opens from the wheel side, forcing lever-first or tightrope risk (Life Gear loss if you fall).
Rollercoaster objective: charge while a bunny sits in the car — slow start, dangerous solo, but three bunnies can send two riders upstairs. Floor 2 cannon behind gate; floor 3 cog opens downward gate for teammates; top floor hosts a two-cog exit gate.
Audience seating with dual floor-1 routes — cannon plus gated stairs. Floor 2 stairs reach a partial floor 3; full access needs another cog gate before ferris wheel lever pulls the squad to the final floor.
The run ends at the Grand Door on the top floor while the Carnival Monster blocks vertical progress. Reach it by chaining wing objectives, centre ziplines, and exit gates — not by wandering connectors.
| Step | Requirement | Common fail |
|---|---|---|
| Reach floor 4 | Wing shortcuts + keys | Split squad without cog carrier |
| Open exit gate wing | Two cogs on powered gate | Using centre hub (no gate) |
| Grand Door window | Team alive · keys for final insert | Hat quest tunnel vision |
| Extract | Interact during open window | Monster camping lever sound |
Late match may overlap lost hat search with Grand Door prep. Hat find can hard-win a bunny team; otherwise prioritize powered exit gates on whichever wing your seed assigned floor 4. See items guide for Radar hat routing.
One procedural carnival map with 32 modular rooms and 4 floors. More environments are planned during Early Access.
The map is built from 32 modular room pieces stitched per match — centre hub, two wings, connectors. Search "rooms" for layout help, not a separate game mode.
Each queue picks 2 of 4 wings, generates a connector, and shuffles chests, gears, and ticketmen. Centre carousel is always present.
Top floor — reach it via wing exit gates (centre hub has no floor-4 gate). Power gates with two cogs on the assigned wing.
4 floors vertical. Objectives on each band unlock shortcuts upward.
Planned for a later site phase — use this guide plus in-match wing callouts until an interactive map ships.
Matched by build plan, shared topics, and guide progression — not random related links.