The Mound wiki
The Chart Room6 REGIONS · HAND-DESIGNED

Map & regions

Hand-designed levels, not procedural soup — the cursed coast is a real place you learn. Here's every region in expedition order, how the map physically grows, and why the in-game map refuses to finish itself.

Last updated 2026-07-12 · Patch pre-launch demo

Two facts organize everything: the world is hand-designed (learnable, routable, worth memorizing — no procedural reshuffle), and it opens outward through the Story line — finding an abandoned fort expands the map and anchors expeditions deeper in. Even the in-game Map item plays along: it costs 30c and is deliberately incomplete, because charting the blank space is the job. An interactive map with treasure and collectible markers is exactly the thing we build here the week the full game lands — this page is its foundation.

K'n-yan, the blue-lit underworld beneath the Mound — the map's final region
The bottom of the map: K'n-yan, the blue-lit world below. Everything above it is the walk there.

The regions, in expedition order

The landing beaches

Where every expedition comes ashore. Wrecks, surf and the first treasure caches — and the walking evidence of earlier, less lucky landings.

Threats · Undead conquistadors — the beach garrison of prior expeditions.

Valdivian forest

The deep jungle, modeled on Chile's real Valdivian temperate rainforest — ACE Team's home ecology. Fog, araucaria trees and very little honest daylight.

Threats · The Prowler hunts lone explorers here; the forest's awakening timer punishes noise.

Scarlet Flower Woods

A fog-drowned, red-flowered stretch further in. A Story contract sends you hunting a lost fort through it.

Threats · Deeper-forest horrors; visibility is the real enemy.

The abandoned forts

Spanish forts swallowed by the jungle. Finding one is a Story milestone — each fort expands the map and anchors your next expeditions deeper inland.

Threats · Garrisons of the transformed; tight interiors where melee rules apply.

The Mound

The earthwork over the way down — the endgame landmark the whole Story line walks toward. The final Story contract is the descent itself.

Threats · Everything the codex warns about, concentrated.

K'n-yan

The blue-lit world below, straight out of the 1930 novella. The cylinders you recover on the surface are its keys.

Threats · The Servants of K'n-yan — and the things they serve.

Region-by-region enemy details live in the bestiary; the ships and the story that connect these places are in the lore guide.

Map questions

Is there a map in The Mound: Omen of Cthulhu?

In-game, yes — a purchasable Map item (30c) that is deliberately incomplete; charting the blanks is part of the game. The world itself is hand-designed, and Story contracts expand the playable map as you uncover forts.

Is the map procedurally generated?

No — levels are hand-designed. Routes, landmarks and treasure spots are learnable, which is why map knowledge is real progression.

Is there an interactive map?

Not yet — the full world isn't public before launch. We build one with treasure, logbook and codex-page markers the week the game releases; this regions guide is its skeleton.