That Which Remains maps—officially designated as contamination zones—serve as the temporal excursion sites where players harvest liquefied trauma known as Enticine. Developer Remaining Games and publisher Interdimensional Games Inc (IDGI) confirmed that the Early Access release includes five excursion maps alongside a persistent base hub environment.

All Confirmed Contamination Zones in That Which Remains

Entitech conscripts players as "Relics" to travel across different eras and environments. According to official developer announcements and early beta playtests, the initial roster features five distinct contamination zones:

Contamination Zone / MapOfficial Description & Source TypeKey Structural Features Observed
Siberian / Arctic PrisonConfirmed by developer overview (IDGI / Steam)Sprawling multi-level complex; high-threat arctic containment facility
Louisiana Farmhouse / Rural HouseConfirmed as the partially contextualized blueprint map (IDGI / Steam)Multi-story residential house, basement, detached greenhouse, backyard
Commercial ArcadeObserved in beta playtest buildEntertainment center layout, interconnected back rooms, multi-tiered basement access
Gas Station & Auto ShopObserved in beta playtest buildService store, mechanic garage bay, ATM station, exterior cave/access trench
Residential StreetObserved in beta playtest buildSuburban roadway with enterable multi-room houses, garages, and fenced yards

The Rural House (Louisiana Blueprint)

Official developer notes designate this rural house as the partially contextualized blueprint map. In early beta testing, this layout features a multi-floor home with a creaky basement, religious iconography, and a detached greenhouse in the backyard. Room temperatures inside shift dramatically when entities roam, dropping toward freezing in active areas like basements while remaining warm in exterior sections.

The Siberian Arctic Prison

Listed across official IDGI announcements and Steam documentation, this location is described as a sprawling arctic facility. It represents the largest and most complex facility among the initial five maps, designed around long corridors, industrial containment infrastructure, and high navigational difficulty.

The Arcade

Encountered during early testing builds, the arcade map shifts gameplay into a commercial entertainment setting. The interior houses arcade floor space, staff utility areas, a kitchen, and deep basement routes that lead into dark sub-levels where entities manifest.

The Gas Station

The gas station excursion incorporates a roadside convenience store, an attached mechanic repair garage, and exterior terrain including a cave-like back trench. This zone offers multiple entrance routes into the main building, forcing players to track telekinetic activity and floating debris across both indoor service counters and outdoor parking surfaces.

The Residential Street

This neighborhood map features an open street connected to multiple enterable houses. Unlike isolated single-building contracts, this zone allows Relics to search individual homes containing bedrooms, garages, and fenced backyards. Entrances and perimeter gates may require locating specific keys to fully navigate.

Map Mechanics: Environmental Conditions and Dynamic Cycles

Maps in That Which Remains do not serve merely as static backdrops; they directly dictate investigation difficulty, entity aggression, and reward payouts:

  • 24-Hour Day/Night Cycle: Excursions run alongside an active day/night cycle. Stepping into a zone during night hours increases the threat level of hostile Neurospatial Parasitic Entities while boosting potential experience and surplus power yields.
  • Dynamic Weather System: Environmental conditions shift between excursions. Weather states modify exterior visibility and alter ambient temperatures, making temperature-sensing tools critical for separating cold weather effects from entity-induced freezing spots.
  • Temperature Anomalies: Each room possesses an ambient baseline temperature (tracked via in-game Celsius meters). Drastic drops toward freezing or sudden spikes serve as primary navigational indicators to locate the entity's current haunting room.
  • Seamless World Navigation: The game operates as a continuous experience with no loading screens after initial launch, allowing players to navigate their active instance smoothly.

Base Environment: The Relic Hub

Between excursions, players return to a functional base environment rather than a standard flat menu. The base is an interactive facility that players must power and manage to prevent failure:

  • Player Cabins: Personal quarters where Relics sleep to recover sanity, an attribute that tracks combined exhaustion, fear, and cognitive strain. Custom decorations placed in player cabins persist between games.
  • Leisure Areas: The hub includes recreational spaces such as a basketball court and a chess setup, which help Relics manage cognitive strain.
  • Power and Crafting Hubs: Surplus Enticine harvested from maps fuels the base power grid. Relics use rewarded Energy Credits at crafting stations to manufacture investigation equipment and unlock base upgrades, including the serenity chamber.
  • Quota Delivery Station: Harvested trauma materials packed in green-aura cargo containers must be hauled from excursion drop points back to base racks to meet Entitech's rising daily 24-hour quota.

Frequently Asked Questions

How many maps are available in That Which Remains?

The Early Access version features five contamination zones: four non-contextualized maps ranging from a small house to an arctic prison, plus one partially contextualized rural farmhouse blueprint. More historical time periods and contamination zones are planned across development.

Do maps in That Which Remains have loading screens?

According to the official Steam specification, That Which Remains uses a continuous world design that features no loading screens after the game is initially launched.

How does weather affect excursion maps?

Weather conditions and the time of day act as difficulty modifiers. Harsh weather and night runs elevate entity aggression and complicate environmental tracking, but they provide higher rewards such as surplus base power and character experience.