The confirmed maps
| Map | Announced | In the December 1 demo? | What it adds |
|---|---|---|---|
| Grasslands | October 4, 2026 | Not confirmed | Open terrain; the first map added after the wishlist milestone |
| Rivers | October 4, 2026 | Not in the demo per the November update | Water crossings, bridges, drowning |
| Snow Farms | November update | Not in the demo | Snow, farms, open sightlines |
| Countryside | November update | Not in the demo | Rural terrain, buildings, cover |
⚠️ There is a small conflict in the public material: Rivers was announced as added on October 4, but the November “not in the demo” list also names Rivers. The likely explanation is that the map exists in the full build but is not in the demo slice. Treat demo availability as unconfirmed until December 1.
How maps change the game
Defilade’s map design is driven by three systems:
- Destructible buildings — cover disappears as the fight goes on.
- Breakable bridges — a bridge can be destroyed, and soldiers can drown.
- The bridge tank — a vehicle that lays a new bridge, so a river is a temporary obstacle rather than a wall.
That means a river map is not just a map with water. It is a map where the route itself is a resource: destroy the bridge, force the enemy to build another, or use the bridge tank to restore your own crossing.
How to read a map
- Open maps (Grasslands, Snow Farms): artillery and tanks matter more; cover is scarce; do not cross open ground without smoke or suppression.
- River maps (Rivers): bridges are chokepoints; mine them, guard them, and keep a bridge tank ready.
- Built-up maps (Countryside): buildings are cover and objectives; clear them before moving past.
- Snow maps (Snow Farms): sightlines are long; camo netting and concealment matter.
What we still need
- the full map list;
- map sizes and player counts;
- whether maps are mode-specific;
- whether the demo includes Grasslands;
- whether bridges can be repaired without the bridge tank.
We will update this page after the December 1 demo.