End of Abyss Map and Areas: The Facility, Explained
End of Abyss is set in one multi-level underground compound. Here is every confirmed demo area, plus how Metroidvania gating and the scanner map work.
How Big Is the End of Abyss Map?
The entire game unfolds inside one multi-level subterranean compound — an underground facility whose official area names and total size aren’t public yet. There is no overworld, no hub town, no surface to return to: the official premise is a descent through a broken and abandoned world beneath the ground, floor by floor, with Cel going deeper as the story spirals. The structure is what you’d expect from a Metroidvania built into that descent — ability-gated areas, branching paths, shortcuts, and backtracking — rather than a linear corridor of levels. Section 9 Interactive has deliberately kept the facility’s location ambiguous, and that extends to its cartography: no numbered floor plans or named zones have been released. We’ll map every confirmed level the day the game launches.
Which Areas Are Confirmed in Press Demos?
Press demo builds showed an opening hospital-like floor, then darkened offices, sleeping quarters, ventilation shafts, sewers, and a reactor room whose task was activating three power cores. These are demo locations, not the full game — treat them as a verified sample of the facility’s range, not its complete floor list.
What each confirmed area tells us about the facility:
- The hospital-like opening floor — the descent starts in what reads as a medical wing, and the first signs that something is wrong show up before anything attacks.
- Darkened offices and sleeping quarters — the facility was a workplace with people in it, which is exactly what makes the story land: the monstrous creatures roaming these halls used to be the crew.
- Ventilation and sewers — the connective tissue between floors. In a Metroidvania, service passages like these are where shortcuts and optional routes usually hide.
- The reactor room — the demo’s goal area, where the task was activating three power cores. A power-restore objective in a reactor room is classic ability-gate design: it teaches the loop of exploring a zone to unlock its central mechanism.
How much of the facility exists beyond these floors — and what the deeper levels look like — isn’t public yet. We’ll verify the full layout at launch.
How Does Metroidvania Gating Work?
Progression is gated by gear and abilities: sealed and locked areas stay shut until you find the right tool, and the map opens in loops rather than a straight line. The confirmed systems behind that gating:
- Gear gates. New gear opens sealed areas — the game’s crafting loop feeds this directly: collect materials, spend them at stations, and craft ammo, gear, and permanent upgrades. Some of those upgrades are the keys to doors you walked past an hour ago. The weapons overview tracks the arsenal side of this loop.
- Destructible walls. Explosive charges can blow open certain walls, revealing alternate routes or hidden rooms. If a wall looks suspicious, it probably is.
- Shortcuts and backtracking. Branching paths mean the intended rhythm is: push forward until something blocks you, note it, find the answer deeper in, and come back. Shortcuts you unlock along the way compress the return trips.
This is the structure the developers pointed at classic Metroid and Zelda for — explore, gate, backtrack, unlock — layered onto survival-horror resource pressure instead of power fantasy.
How Does the Map and Scanner System Work?
The scanner auto-tags locked doors on the map — scan a sealed door and the map remembers it, so you know exactly where to return once you have the gear that opens it. That single confirmed behavior is the backbone of sane Metroidvania routing: instead of memorizing every dead end, you sweep areas with the scanner and let the map build your backtrack list for you.
The deeper scanner mechanics — range, additional tag types, whether it reveals more than doors — aren’t public yet. Everything confirmed about using it effectively is collected in the scanner guide.
Put together, the loop for exploring the facility looks like this:
- Sweep — clear what you can of a floor, scanner out, tagging every locked door.
- Read the map — check what’s tagged and what’s blocked, not just what’s open.
- Push the gate — find the crafting station or upgrade that answers the strongest lock.
- Loop back — return through shortcuts, open the tagged doors, repeat a floor deeper.
Bosses are part of this geography too — the centipede-class monstrosity from IGN’s hands-on was fought in a round arena, the kind of fixed encounter space that anchors a zone. The all-bosses page tracks every confirmed one.
What Will the Full Map Look Like at Launch?
On day one — October 1, 2026, on PS5, Xbox Series X|S, and PC via the Epic Games Store — this page becomes a full area-by-area walkthrough of the facility. The plan: every level in descent order, what gates it, what unlocks it, which bosses and stations live there, and how the shortcut network ties the compound together. Until Section 9 Interactive shares more, anything beyond the press-demo floors above is speculation — we don’t publish guesses. Check back at launch for the verified map.
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