Five landmarks in Cascadia have been named so far for PUBG: DED.NET. Each was introduced with a short line of in-world description rather than a gameplay breakdown, so what is known is mostly flavour and a hint of how each place plays. They are spread across a 5.5 km by 5.5 km region, and because a match only uses a slice of roughly 2.5 km by 2.5 km, no single match will feature all of them.
Named Landmarks

Landmark | Description | What It Suggests |
|---|---|---|
Cryptid Cove | Dead-eyed fiberglass cryptids stand watch over the killing, and shelter is found deep inside a place called the Silly Hole. | A roadside-attraction site with an interior space to hide in. The creative director has walked the area on camera. |
Cult Church | Home of the Cult of the Blind Mother, with a service running seven nights a week. | A religious site with its own named faction fiction attached. |
Ward | Out of cherry pie and black coffee, but well stocked with guns and pills. | A town, and the landmark most explicitly framed as a place to loot. |
Summit | The art is worth looking at, but snipers call Summit home. | High ground, and by implication a long-sightline position. |
Cascadia Wilderness | A lot of people go missing in these woods, which is useful if you do not want to be found. | Open forest, and the map's cover-heavy connective tissue. |
Cryptid Cove
Cryptid Cove is the landmark the studio has shown in the most detail, in a short walkthrough hosted by the creative director. The description points to arcades and blood alongside the fiberglass cryptid statues, and to an interior called the Silly Hole that players are told to shelter inside. The cryptids themselves are described as fiberglass, which places them as roadside sculpture rather than living creatures. Nothing has confirmed hostile cryptid encounters as a mechanic.
Cult Church
Cult Church belongs to a group named the Cult of the Blind Mother, and the invitation to services seven nights a week is the only detail given about it. It is the clearest sign so far that the region has factions with their own fiction, alongside the personal backstories tied to individual contestants described on Cascadia.
Ward
Ward is a town, and the description is a joke at the expense of small-town Pacific Northwest television: the cherry pie and black coffee have run out, but guns and pills have not. For a game where a run is built out of what you scavenge, that reads as a supply landmark. The looting side of the game is covered on Extraction and Loadouts.
Summit
Summit is high ground with something worth looking at, and the warning attached to it is that snipers live there. That fits the map's stated verticality, where towering cliffs sit alongside low plains, and it marks Summit as a contested position rather than a safe vantage point.
Cascadia Wilderness
The wilderness is the forest itself, and the studio's claim about it is scale: the densest forest yet built for a battle royale. The description leans on disappearance, which matches how dense cover functions in practice. It is less a destination than the ground between the other landmarks.
Not Yet Confirmed
The total number of landmarks in the region
Where any of these sit relative to each other on the map
Loot quality, spawn density, or vehicle spawns at each landmark
Whether landmarks tie to specific character backstories and dialogue triggers
Interior layouts beyond the named Silly Hole at Cryptid Cove
Whether the Cult of the Blind Mother appears as anything more than set dressing