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Cascadia
September 9, 2026 at 01:35 AM
Initial version (2026-09-08)
Cascadia is the fictional region that PUBG: DED.NET takes place in. It is modelled on the Pacific Northwest of the United States and set in the 1990s, and the studio has narrowed the year to 1996 when describing the game's period. It is the game's only announced map.
The region is described as a mix of rugged alpine peaks, very dense forest, abandoned small towns and hazardous landmarks. Verticality is what the studio names first when separating this map from earlier work: towering cliffs sit next to low flat plains rather than the map being a broadly even sheet. The forest is claimed to be the densest yet built for a battle royale. Towns are packed with infrastructure and cover, and the studio has said exploring the place is meant to be worthwhile in itself.
Detail | Confirmed Information |
|---|---|
Full map size | 5.5 km by 5.5 km |
Area used per match | Roughly 2.5 km by 2.5 km, drawn from the larger map |
Terrain | Alpine cliffs, low plains, dense forest, small towns |
Period | The 1990s, given as 1996 |
Real-world model | The Pacific Northwest of the United States |
Named landmarks |
Because each match is fought inside a smaller slice of the whole region, squads do not know in advance which part of Cascadia they will be dropped into. That keeps route knowledge useful without letting a single memorised rotation carry every match. The zone behaviour that governs the fight is described on Gameplay.
The 1990s setting is not decoration. The studio has said it picked a moment of transition on purpose, one where young people still used landlines and could disappear somewhere unreachable, while also being the first generation with modems, dial-up connections and the earliest streaming content. The creative director has been explicit that nostalgia on its own is cheap, and that the point of the period detail is to satirise the present through it.
The cultural reference points the studio has named are the early consumer internet, the darknet, the first wave of reality television, uncensored violence, horror and mystery. Presentation materials have described the aesthetic as 1990s decay: first reality shows, VHS, the internet revolution and grindhouse movies. The studio coined the term GRUNGEHOUSE for the result, fusing the raw look of grunge culture with the exaggerated violence and irreverence of grindhouse film.
The fiction that puts 60 armed contestants in the same forest is a darknet game show. Rather than a mass-audience broadcast, it is framed as a strange, small-scale programme made for a tiny and very wealthy audience, which the studio has drawn as a deliberate mirror of a present-day media landscape made of countless small communities instead of one shared monoculture.
Viewers are not passive. They can reach into a match and influence it, and the reveal trailer's ringing yellow telephone is that layer made visible: someone at home trying to get through and change what happens on the ground. The studio has said a squad's relationship with the watching audience can decide a match.
Contestants are tied to the region rather than dropped into it. Each character has a personal background connected to specific places on the map, along with rivalries or alliances and a private agenda that may have nothing to do with the prize money. Taking a character to a location that matters to them triggers dialogue that expands the story a piece at a time.
Whether additional maps or regions are planned
A full landmark list beyond the named ones
Named districts, roads, or a public map layout
Weather, time of day, and any dynamic world events
Wildlife or non-player hostiles in the region
Whether the fiberglass cryptids around the region are ever more than scenery