SAVRUL Map Guide: How to Win on All 9 Official Maps
Every round in SAVRUL is played on a different map, and players vote for the next one when the round ends. The core skills never change (movement, dash and timing), but each map turns them into a different puzzle. A move that wins on Ice can get you eliminated on Red Light. Here are the rules and the winning tactics for all nine maps in the official rotation.
1. Ice
Rule: There is no friction. Once you build up speed nothing stops you; to slow down you have to push the other way.
- Never go faster than you can control. On Ice most players fall because of their own momentum, not because of a rival.
- Save your dash for rivals near the edge. A small hit is often enough to carry a sliding player out.
- Stay near the center and let others come to you. The attacker usually takes the bigger risk.
2. Asteroid
Rule: Rocks drift around the arena. They are both cover and a trap: a rock that hits you can fling you.
- Use rocks as a shield. With a rock between you and a rival, their dash is wasted.
- Pushing a rival into a rock's path is often easier than flinging them directly.
- Watch where rocks are heading; one coming from behind can carry you to the edge.
3. Blast
Rule: Shockwaves go off around the arena. A red ring shows where the next blast will hit.
- When you see a red ring, get out of it first.
- Advanced move: push a rival into the ring and stay outside yourself. The blast finishes the job.
- Right after a blast, flung players are close to the edge. That is the best moment to dash.
4. Last Standing
Rule: The round lasts 40 seconds and nobody respawns. The arena shrinks fast; the last player standing wins.
- You don't have to fight in the first seconds. Collect orbs and grow while others wear each other down.
- Move toward the center as the arena shrinks.
- In a one-on-one, whoever dashes first usually loses. Let your rival waste theirs, then strike.
5. Survival
Rule: You have three lives. Hunger slowly melts your mass, the meteor shower speeds up, and a rich zone in the center pulls everyone in.
- Keep eating. The smaller you get, the easier you are to fling.
- The center is tempting but crowded. Slip in from the side and get out quickly.
- On your last life, dodge meteors instead of looking for fights.
6. Hot Potato
Rule: One player holds the bomb and passes it on by bumping into someone. When the timer runs out, the bomb explodes on whoever is holding it and everyone else scores.
- Without the bomb: keep your distance, but don't get cornered. Open space is easier to escape in.
- With the bomb: go for the player who can't get away, such as someone near the edge or without a charged dash.
- Passing the bomb in the last seconds is everything. Keep your dash ready as time runs out.
7. King of the Hill
Rule: Stand inside the golden ring to score: 3 points per second if you are alone, 1 if it's crowded. The ring moves from time to time.
- Holding the ring alone is worth three times as much, so push intruders out right away.
- Predict where the ring will move. The first player to reach the new spot has a big advantage.
- Waiting on the side and picking off weakened players leaving the fight also works.
8. Falling Floor
Rule: The arena is made of hexagon tiles. Every step cracks a tile, and it collapses on the fourth; its color shows how much is left. Fall into a hole and you're out, and the last player standing wins. While dashing you can jump over holes.
- Don't keep walking over the same tiles. Solid tiles are the most valuable resource late in the round.
- Save your dash for escaping as well as attacking. When holes surround you, it is your only way out.
- Breaking the tiles around a rival is a safer attack than pushing them directly.
9. Red Light
Rule: Fight freely on green, stop on yellow; anyone moving on red gets launched. Everyone who survives a red light scores 2 points.
- Yellow is your warning. Kill your speed on yellow, because sliding into red is the most common mistake.
- Dashing into a rival just before red is a strong move: if they are still moving when it turns red, they get launched.
- Green is short. Play for position, not points, and enter red close to the center.
Three rules for every map
- Dash is a weapon: Don't waste it on moving around. The green ring around your ball shows when it's ready.
- The center is safe: The edge is always risky, especially when the arena shrinks.
- Read the map: Each map's rule is shown on screen when the round starts.
For core tactics see our winning tips, and for controls the how to play guide. To try the maps yourself, just open savrul.com.