Overview

Points of interest are major locations on the Rooted map that anchor exploration, salvaging, and progression. The world spans more than 30 square kilometers and is divided into a forest starting area, transitional villages, and contaminated downtown zones. Each named location offers a unique mix of resources, threats, and lore.
A New World In Development
As of the move into full production, the alpha map has been wiped to make way for a brand new world, built around the biomes found in Oregon. This work is in development and not yet in the public build. The goal is a world where exploring means moving through genuinely different places rather than one flat landscape, with every stretch of the map having its own character. The locations documented below were established on the earlier alpha map; expect the named points of interest and the zone layout to be rebuilt for the new world as it takes shape, while the forest-to-village-to-contaminated-city progression remains the intended structure.
Confirmed Locations
Location | Type | Status | Notes |
|---|---|---|---|
Hub | Implemented | Multi-room building with a Manor Memorial lore section and a training range for firearms. | |
Lore landmark | Redesigned in Phase 3 | Ravaged by past conflict; tied to the world's backstory and the war's aftermath. | |
Monastery | Salvage site | Implemented | A ruined religious complex confirmed by the developer as a Point of Interest on the map. |
Gas Station | Salvage site | Implemented | Refueling-era ruin with vehicle parts and consumables to scavenge. |
Bunker | Salvage site | Implemented | Underground military or civil-defense facility with distinct visual design and salvage. |
Resort | Salvage site | Partial | Located in the open world but not yet fully built out per the Alpha 2 update. |
Zoo | Salvage site | Partial | Available in the map but only partially completed at the time of Alpha 2. |
Watchtower | Salvage site | Partial | Large structure noted in the Alpha 2 announcement as still under development. |
Zone Layout
The map follows the three-tier contamination structure used throughout the game: forests are safe starting areas, villages serve as transitional zones with moderate spore presence, and downtown areas contain heavily contaminated city centers with the densest salvage. Players are expected to push deeper into contaminated zones over the course of a playthrough as crafting tiers and protective gear improve.
Travel Between Locations
Because the playable area exceeds 30 square kilometers, vehicles and ziplines play an important role in moving between distant points of interest. The Forklift is a physics-based traversal vehicle useful for reaching elevated locations, while carts are used to haul salvaged goods between camps. Swimming has been confirmed since the Alpha Phase 2 preview, allowing players to cross water gaps directly.
Salvage And Reward
Each major location is built to support the salvaging loop. Buildings contain breakable junk that yields construction materials, electronics components, and equipment fragments. Heavily contaminated locations tend to contain rarer items, including pre-war firearms and ROTOR-era electronics, but require a respirator or antidote before extended exposure.
Tips
Scout new locations with a deployable drone before committing on foot, especially in heavily contaminated zones.
Establish a secondary outpost in a village before moving on to downtown areas to shorten travel time and resupply runs.
Locations marked as partial in this list will receive additional content in future updates, so revisiting them after major patches is worthwhile.
Confirmed Points of Interest
Location | Zone | Notes |
|---|---|---|
Mansion | Village ring | Hosts training range added in Dec 2025; established POI from Alpha 2. |
Monastery | Village ring | Long-standing POI featured in the Alpha 1 gameplay video. |
Gas Station | Forest / village edge | Salvage-relevant pre-war structure. |
Bunker | Contaminated zone-adjacent | Higher-tier salvage potential; gear required. |
Lore landmark | High-poly redesign in v0.0.2.319; Phase 3 narrative anchor. |
Exploration Ladder
Players naturally progress through the POIs as gear allows. The Mansion and the Gas Station are reachable in early sessions with light loadouts. The Monastery and the Communication Tower demand more preparation: a working firearm, protective gear, and a fallback route. The Bunker rewards a well-equipped survivor with rarer salvage.
Salvage Profile
Each POI biases toward different salvage categories. Civilian POIs lean into household and basic electrical salvage; specialty sites carry pre-war hardware that feeds the late-game crafting tree. The salvage loop applies consistently: gather, transport, decide repair versus break-down, distribute to base storage.
Future Additions
The studio has indicated continued world expansion through Phase 3 and toward Early Access in 2027. Additional POIs and environmental storytelling beats will land in patches across the rest of the alpha window.
Urban Environment Development
A June 2026 update reported progress on the dense, overgrown town at the heart of the new world, work that is in development rather than present in the current build. The road network is the furthest along: the layout, and the rules that lay roads down and dress them out, form the backbone the rest of the urban space hangs off.
The studio describes the world-building side of the project as well advanced. Specific districts and named city locations have not yet been detailed, so this remains confirmed development direction rather than shipped content.
Procedural Urban Environment (In Development)
A June 12, 2026 development update detailed procedural work on a dense urban environment, work that is in development and not yet in the public build. The team extracted assembly rules from reference housing: how walls and corners add up, where windows and doors can sit, how the roof system works including the tricky L-shaped roofs and their valleys, and how interior plans are laid out.
From those rules the system generates multi-storey rectangles, L-shapes with proper roof valleys, attached garages, and porches. The same update described enemy camps, built from sandbags, tents, crates, and fires with guards on rotating posts, as encounters placed in the world. This urban work is confirmed development direction.