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Outside the campaign, ZeroSpace is played on a fixed set of multiplayer maps. Skirmish games, custom games and ranked matches all draw from the same pool. Galactic War runs on its own co-op mission layouts instead, and campaign missions are built for the story they tell rather than for competitive balance.
A map decides how far a player's units have to travel between a base and its first expansion, where the flux sits relative to that expansion, and how many neutral experience towers are on the board. That last figure carries more weight here than in most real time strategy games, because capturing towers is what raises a player's faction level and unlocks talent choices while the match is still running. Hexite is the primary resource and flux the secondary one, and both are covered on Resources and Economy.
The Map Roster
The studio has not published a map list of its own. The rosters below come from the community knowledge base that catalogues the game's entities, and they describe the pool as it stood on August 26, 2026. Nineteen maps are enumerated across three modes: ten built for 1v1, eight for 2v2, and one four player free for all.

Five of the nineteen carry a ladder availability marker, and all five are 1v1 maps. The other fourteen are listed as custom game maps, and the database describes several of those as experimental or not yet decorated, which fits a game that is still in Early Access. The ranked ladder itself runs six boards, covering 1v1, 2v2, matches against AI, Survival and free for all.
One caveat applies to the tower counts. Each map entry records a tower count in a structured field and again in its written blurb, and on four maps the two disagree: Coastal Outpost, Tenebris, Echis Point and Lost Expedition. The tables below use the structured field. Treat those four figures as unsettled.
1v1 Maps
Map | Description | Players | XP Towers | Availability |
|---|---|---|---|---|
Ascension | A compact mountain top with three control towers and close flux spots, built for fast play. | 2 | 3 | Ladder |
Canyon | Elevation changes cut by an ancient river, giving room to outmaneuver an opponent. | 2 | 3 | Ladder |
Coastal Outpost | A wide, open coastal area with fewer elevation changes than most. | 2 | 3 | Ladder |
Core | A four tower layout with a single boss. | 2 | 4 | Customs |
Excavation | A mirror symmetric layout, still undecorated, with a boss that spawns at the bottom tower after ten minutes. | 2 | 4 | Customs |
Hunting Ground | An experimental, undecorated map with a boss on the center tower. | 2 | 3 | Customs |
Pit | Two towers, one boss and neutral camps. | 2 | 2 | Customs |
Starsand | A large, dry landscape with many pathways and a first expansion that is easy to hold. | 2 | 3 | Ladder |
Tenebris | A small map with direct paths between the two bases, which keeps fights frequent. | 2 | 2 | Ladder |
Uphill | A small map whose flux sits far from the bases. | 2 | 2 | Customs |
2v2 Maps
Map | Description | Players | XP Towers | Availability |
|---|---|---|---|---|
Clover | An experimental map with a boss at the top left and most of the flux in a narrow path nearby. The bottom right towers are held by stronger hostile creatures and grant vision over a wider area. | 4 | 3 | Customs |
Echis Point | A small rocky island carrying unusual vegetation, with two boss spawn points in the corners that trigger after ten minutes. | 4 | 2 | Customs |
Fractured Oasis | A large desert map built for macro heavy play, with distant flux spots and two boss spawn points near the ponds. Expansion has to be balanced against holding the map. | 4 | 3 | Customs |
Hunting Grounds | Three towers and one boss. | 4 | 3 | Customs |
Hunting Grounds Camps | An experimental, undecorated map with a boss on the center tower after ten minutes and a large number of hostile mercenary camps that pay experience when cleared. | 4 | 3 | Customs |
Lost Expedition | A medium sized map with few expansions and two boss spawn points. | 4 | 4 | Customs |
Rath | Two towers, one boss and neutral camps. | 4 | 2 | Customs |
Treasure | A mirror symmetric layout, still undecorated, with a boss that spawns at the bottom tower after ten minutes. | 4 | 4 | Customs |
Free For All Map
Map | Description | Players | XP Towers | Availability |
|---|---|---|---|---|
Total Annihilation | A four player free for all fought over a central rich flux deposit and the control towers around it. Players start on the outskirts, separated from one another by an AI controlled faction, so fighting starts early and rarely stops. | 4 | 8 | Customs |
Total Annihilation carries eight experience towers, twice as many as any other map in the pool.
How Experience Towers Work
The studio's patch notes use the term experience tower but do not set out the capture rules. What follows is the community knowledge base's account of them.
Experience towers are neutral structures placed on every player versus player map. A tower starts out guarded by a single neutral creep, an Elder Arkanid, whose attack does 4 damage, and that guard has to be killed before anyone can take the structure. Capture then works on presence rather than a channel: a player has to be the only one with units inside the tower's radius, which is drawn on the ground as a circle, and has to hold that exclusive presence for a set duration. An opponent takes the tower back the same way.
The detail that shapes how towers are played is that control persists. Once captured, a tower keeps generating experience for its owner after those units walk away, so nobody is forced to garrison it. Leaving a unit nearby is still common, as an early warning that someone has come to contest it. The experience accumulates into faction level, which unlocks talent choices for whichever of the four main factions the player brought.
An update on August 19, 2026 widened two talents, Resource Warfare and The Stars in Our Reach, so that they draw on every experience source rather than towers alone.
Bosses and Neutral Camps
Twelve of the nineteen maps place at least one boss on the neutral layer. Core, Pit, Hunting Ground, Hunting Grounds and Rath each hold a single boss, and Clover puts its boss at the top left. Excavation and Treasure spawn theirs on the bottom tower after ten minutes, and Hunting Grounds Camps does the same on its center tower. Echis Point, Fractured Oasis and Lost Expedition each carry two boss spawn points, with the pair on Echis Point sitting in the corners.
Three maps also hold hostile camps: Pit, Rath and Hunting Grounds Camps. The camps on Hunting Grounds Camps are described as mercenary camps that reward experience when cleared, which makes them a second route to faction level alongside the towers.
The Pool Is a Snapshot
Map availability moves during Early Access. ZeroSpace launched into Early Access on July 20, 2026 and the studio ships changes on a roughly weekly cadence, so a map's availability, tower count or layout can change with any patch. Maps have already been touched once: an update on August 19, 2026 revised the fog of war visuals on some of them.
The studio's stated plan for the 1.0 release includes new skirmish maps supporting up to 4v4. Nothing larger than 2v2 and the four player free for all is in the Early Access build today. The dated record of what each patch has changed is on Update History.