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Scavland Maps and Locations

Explore Zalesye through Scavland location guides for ruins, bunkers, shelters, camps, and other confirmed points of interest — coordinates TBD until playtested.

Scavland’s world is the war-scarred region of Zalesye: a handcrafted open world with abandoned structures, irradiated swamps, hidden locations, and procedurally generated underground bunkers (as framed on NoShadow’s Steam store page and restated across our location guides). This hub explains how to read our map pages, which child guides to open first, and how we label evidence — without inventing coordinates, loot tables, or enemy density numbers.

Site status note (editorial, 2026-10-31): Scavland entered Steam Early Access on September 4, 2026. Public materials discussed on this wiki currently reference builds through Hotfix 0.8.8 (October 19, 2026) after Update 0.8.0 (October 17, 2026). Location child pages were refreshed on 2026-10-31 to Early Access evidence labels.

How this wiki labels location facts

  1. Confirmed from official notes as of [patch / date] — Steam store text or NoShadow patch notes, linked in the article.
  2. Wiki playtest log — repeatable in-game checks with version badge, method, and caveats. Until a log exists, we say TBD instead of guessing.
  3. Editorial reading — our advice on risk order and reading order; never presented as a hidden developer number.

We do not publish fake map pins, guaranteed loot lists, or “safe route” coordinates. Empty tables with a version column are preferred.

Child guides under Maps

Topic Child guide What you get today What still needs playtest
Zalesye overview /maps/zalesye-overview/ Setting confirmation + Dogface stop names from 0.8.0 Travel times, density
Ruins & bunkers /maps/ruins-and-bunkers/ Confirmed targets + reset notes pointers Entrances, clearance notes, loot evidence
Procedural bunkers /maps/procedural-bunkers-and-underground/ Procedural framing; 3-hour reset; 0.8.8 bunker save fix Entrance landmarks, layout seeds
World map & roads /maps/world-map-roads-and-exploration/ Map reveal; NPC pins; Dogface Rides stops Full pin atlas
Radiation & Mist /mechanics/radiation-and-mist/ Irradiated swamps as setting; unknowns explicit Meter UI, exposure, Mist rules if present
Shelters / camps /mechanics/shelters-camps-and-trading/ Hideout / trading loop framing + camp stash notes Vendor location atlas
Game modes /guides/game-modes-explorer-returner-iron-man/ How death/stash rules change exploration risk Personal difficulty recommendations

Weapon and ammo rules that change what you bring into a ruin live under /weapons/. Progression systems live under /mechanics/ and /guides/.

Suggested reading order (new explorers)

  1. Game modes — Explorer / Returner / Iron Man change how expensive a failed bunker run is.
  2. Beginner guide — loop mindset before chasing every bunker icon.
  3. Zalesye overview — location types and hazard framing without spoiling unverified pins.
  4. Radiation and the Mist — treat “irradiated” labels as retreat-planning cues until meters are logged.
  5. Ruins and bunkers — enclosed-space risk without invented loot tables.
  6. Ammo & armor penetration — after 0.8.0, Gunner-heavy areas need AP planning (see weapons hub).
  7. Shelters / trading — where loot becomes permanence.

How to use a location page without coordinates

Until playtest logs exist, treat each map article as a risk briefing:

  • What location type is confirmed (ruin, bunker, swamp, shelter)?
  • What hazard category is confirmed vs still TBD?
  • Which adjacent systems (ammo, reputation, camps) change the cost of a visit?
  • What should you log on your first controlled visit (version, HUD warnings, time-to-effect, retreat path)?

Refuse genre assumptions (“it works like Stalker / Escape from Tarkov”) in published tables.

Environmental pressure on the map

Confirmed from official store framing (as cited on child pages): irradiated swamps exist as a location type in Zalesye. Abandoned structures and underground bunkers are exploration targets.

Not confirmed without playtest: exact swamp boundaries, bunker seed behavior you can publish as a route, Mist UI rules, or radiation tick rates.

Deep pages: Zalesye overview, Ruins and bunkers, Radiation and the Mist.

Deep-page plan

Priority Work item
P0 This hub (≥800 words of methodology + reading order)
P0 Rewrite Zalesye / ruins pages away from “awaiting launch” tone
P1 Playtest log skeletons for one swamp visit and one bunker clearance
P2 Individual POI pages only when UI names + evidence exist

Primary sources

Logging a first visit (playtest checklist)

When you fill a TBD row on a location page, record at least:

  1. Game version string from the client and mode (Explorer / Returner / Iron Man).
  2. Location type as shown in UI or journal (ruin, bunker, swamp, shelter) — exact UI name if present.
  3. Visible warnings (radiation icons, hazard text, audio cues) and whether a meter appears.
  4. Time-to-effect and recovery behavior, if any; also log absences (“no Mist meter on HUD in this build”).
  5. Retreat path used and whether a camp/hideout conversion happened afterward.

Negative results are publishable evidence. They stop the next reader from inventing a mechanic that is not there.