Expedition Into Darkness Map Hub
Learn the ruins, name the exits, and leave before the map keeps you.
The Map Hub for Expedition Into Darkness is where routes become plans. Antediluvian Interactive’s medieval third-person co-op dungeon crawler wraps extraction looter rules around ruined geography: chests and levers tempt you deeper, while permadeath deletes anyone who forgets the way out. Party size is 1–5. Only the camp stash is safe. Maps exist to be survived, not completed.
Use these pages before you queue — especially if you are still learning how to extract on the road to the planned Q4 2026 release (Steam app 3126410).
What this hub covers
Locations overview
Locations summarizes playtest-facing regions, loot clusters, levers, chests, and boss-skull markers so you can pick a goal instead of wandering until bags and stamina both fail.
The Moor
The Moor is the best early classroom: boat-wheel exits, lever puzzles, a flooded battleground, and basin routes with enough sightline to practice leave calls. Featured footage on that page shows Moor exit discipline in motion.
Catacomb Ruins
Catacomb Ruins trades open ground for tight tunnels, Bonekin pressure, and longer extract walks. Push here after Moor habits stick.
Chapel Ruins
Chapel Ruins is the quiet playtest sanctuary map: C loot markers, S levers, Red Thorn Supply Box, anvil, otherworldly remains, boss skulls, and hemocanth / bitterbloom plant spots. Calm is the bait — extract discipline still wins.
Extraction points
Extraction points teaches general exit discipline — white flags, levers, backup routes — and links the printable extraction checklist.
How to read a region before you drop
A useful pre-run ritual:
- Open the region page and name one primary and one backup exit.
- Pick a loot goal: Building Supplies, specialty tools, or a single recipe part from loot and resources.
- Set leave triggers (bag, injury, time) before the first chest.
- Enter with a finished kit from builds or beginner builds, not a shopping cart.
New players should combine this hub with getting started and first expedition.
Playtest regions at a glance
| Region | Feel | Best for | Watch for |
|---|---|---|---|
| The Moor | Open, wet, readable | Exit practice, supply loops | Flooded battleground chases |
| Catacomb Ruins | Tight tunnels | Denser loot after basics | Bonekin / skeleton pressure |
| Chapel Ruins | Quiet, deceptive | Focused chest/lever runs | False security and overstay |
Deep Chapel marker notes live on Chapel Ruins; the locations overview still compares regions side by side. Mixed sites with loot, chests, levers, and boss skulls should still obey extract triggers — and world modifiers can rewrite density on any row of this table.
Enemies shape the map
Geography is only half the threat:
- Fleshkin punish hesitation with sprints across open Moor ground.
- Goblins (including grenadiers and ogres) own chokepoints and exit doors.
- Bonekin / skeletons make Catacomb hallways feel endless.
Fight fundamentals live in combat and controls. Co-op role calls live in co-op tips and the party planner.
Tie maps to camp progress
Map choice should match your facility goal:
- Need Building Supplies for Workbench or Ironworks? Prefer short Moor loops (camp upgrades, camp progression).
- Need denser components for Forge recipes? Raise risk only after extract discipline is automatic (crafting recipes).
- Carrying specialty Blacksmith tools? Treat the run as a delivery mission — see extraction points.
Recommended reading order
| Goal | Read next |
|---|---|
| Learn the layout language | Locations |
| Practice first exits | The Moor → How to Extract |
| Survive tunnels | Catacomb Ruins |
| Run quiet sanctuaries | Chapel Ruins → Locations |
| Systematize leaves | Extraction Points → Extraction Checklist |
| Spend what you bring home | Items Hub → Camp Upgrades |
The ruins will always offer one more chest. Your job is to remember which door still leads home. Bookmark this hub, name the exit first, and treat every map as a delivery route with a hard ending: extract or lose the character.
Frequently Asked Questions
Quick answers to the most common questions.
Which map should beginners learn first?
The Moor. Open sightlines and boat-wheel exits make it the best place to practice leave calls before you commit to Catacomb Ruins tunnels.
Where do extraction mechanics live?
See Extraction Points for general discipline and white-flag/lever habits, plus How to Extract and the Extraction Checklist for the full leave workflow.
Are Chapel Ruins covered here?
Yes — use the dedicated Chapel Ruins guide for playtest markers (C loot, S levers, Red Thorn box, plants) and the Locations overview for region comparison. Pair both with Extraction Points so quiet chapels do not become overstay traps.
Should I clear a map before extracting?
No. Extraction is the win condition. Clear only what your pre-set bag, injury, or time trigger allows.
How do maps relate to camp upgrades?
Pick regions that match your reagent goals — safer Moor loops for Building Supplies, higher-risk ruins for denser parts — then deposit into camp facilities after a successful leave.