Facility map / four sections
Where a run happens
The store page names exactly four kinds of space a run can place a team in. The layout between them is procedurally generated, so the building is never the same twice, but these four room types behave consistently enough to plan around.
4 sections / quoted from the Steam store description, checked 2026-10-19
Zone 01 Classrooms
One of the four facility sections the store page names as a run location. Rows of small desks and low sightlines: good for hiding under, bad for seeing what is already in the room with you.
- Low sightlines
- Narrow aisles
- Dead-end rows
Zone 02 Warehouses
The second of the four named sections. Open floor, stacked storage and vertical clutter: the kind of room where the climb and jump kit earns its place, and where a wrong jump drops you in the open.
- Open floor
- Unstable stacks
- Falling from height
Zone 03 Testing Labs
The third named section. Equipment, containment furniture and the sort of industrial hardware that reads as a puzzle before it reads as a threat — which is exactly the trap.
- Loud machinery
- One-way doors
- Objects that look interactive
Zone 04 Connecting Corridors
The dark corridors that link the three room types. Not a destination — the place where a run is actually lost, because it is where the team strings out and where a chase has nowhere to break.
- Single-file movement
- No side exits
- Chases with no break
What is deliberately missing
There is no named starter zone on this site. The store page confirms that Early Access ships with one, but no official source names it, so these four pages describe section types rather than claiming one of them is the tutorial. That is the no-invented-names rule applied to level geography.