Advanced Strategies (Pro Techniques)
- 360 Juking: spin rapidly while running to make the killer miss an attack; combine with sudden direction changes
- Gen Rushing: coordinate with the team to repair multiple generators simultaneously, splitting the killer's attention
- Moonwalking: walk backwards while looking behind you to hide red scratch marks from the killer
- Proxy Camping: as killer, patrol near hooked survivors without directly face-camping ā applies pressure while staying mobile
Badges & Achievements (from the dedicated Badges blog post)
/blog/forsaken-badges-achievements-complete-guide-2026 describes a system of 40+ collectible badges split into difficulty bands: ~15 easy/starter badges (earned through normal play, e.g. "Welcome to Forsaken," "First Escape," "First Kill"), ~12 medium badges requiring intentional effort (e.g., "Chase Master" ā loop a killer 60+ seconds; "Guardian Angel" ā unhook 3 teammates in one match), ~8 hard badges demanding specific strategies (e.g., "Full Sweep" ā eliminate all 4 survivors in one match; "Hook Master" ā hook 3 survivors within 60 seconds of each other), and ~5 ultra-hard badges held by fewer than 2% of players (e.g., "Unkillable" ā survive 50 consecutive matches without being eliminated; "Forsaken Legend" ā earn every other badge, estimated 150ā200 hours).
Roughly 70% of badges are stated to be earnable in private servers. The article recommends "badge stacking" ā pursuing compatible badges in the same play session (e.g., a "Survivor Stack" of Chase Master + Window Warrior + Pallet Stun Expert, all served by one long aggressive-looping chase) ā to cut total completion time by an estimated 30ā40%.
Note: this page references killers named "Insano" for a "Quick Draw" badge strategy and "Two Time" as a survivor for a "Last One Standing" badge strategy, both names that align with the blog-roster version of the game (Section 16) rather than the pillar-page roster.
How to Play ā Getting Started & Controls
1. Getting started
- Join Forsaken from the Roblox games page
- Queue as Killer, Survivor, or Random
- Select a character (starter characters are free)
- Wait for matchmaking
- Load in and complete objectives
2. Controls
Movement
- WASD ā Move
- Shift ā Sprint (limited stamina)
- Space ā Jump/Vault
- C ā Crouch
Actions
- E ā Interact/Repair
- Q ā Use Ability (Killer)
- F ā Use Item (Survivor)
- Tab ā View Scoreboard
Tips for Beginners
- Start with easy characters: Noob (survivor) or c00lkidd/Jason* (killer) are simple but effective while learning. (Note: the main guide page references "Jason" as a recommended beginner killer and an associated beginner video, but the killers page roster itself lists c00lkidd and Bacon Hair as the "Easy" difficulty killers ā "Jason" does not appear in the detailed killer roster on this site. This inconsistency exists in the source material.)
- Learn the maps: start with Crossroads ā the most straightforward map
- Play both roles: understanding killer and survivor gameplay improves overall game sense
- Use sound: audio cues are vital; play with headphones if possible
Controls & Keybinds (from the dedicated Controls blog post)
/blog/forsaken-controls-keybinds-complete-guide covers default and recommended bindings across PC, mobile, and console/gamepad.
PC defaults: WASD movement, Left Shift sprint (hold), Left Ctrl crouch, Space for vault/interact/repair/skill-check (context-sensitive), R to drop item, Right Click to use item, V to toggle camera, Middle Mouse (hold) to look behind, Tab for scoreboard. Killer adds Left Click for basic attack (28 base damage), Q/E/R for abilities 1ā3, F for an ultimate/4th ability slot (not all killers have one), Right Click to aim an ability.
Recommended competitive rebinds (PC): move Look Behind from Middle Mouse to a side mouse button (Mouse 5) to avoid accidental scroll-wheel interference ā described as "the highest-impact rebind in the game"; move Crouch from Ctrl to C for faster index-finger access; move Use Item to Mouse 4 to avoid interrupting camera control; lower killer camera sensitivity to 2.0ā2.5 (versus 3.0ā3.5 for survivor) since killers need precision tracking rather than fast turns.
Mobile: virtual joystick (bottom-left) for movement, right-side touch-drag for camera, dedicated sprint/crouch toggle buttons, a large context-sensitive interact button, and a HUD editor (Settings > Controls > Edit HUD Layout) allowing button repositioning, resizing (recommended 120ā130% for interact/attack buttons), opacity adjustment, and up to 3 saved layout profiles. "Auto Sprint" (sprints automatically whenever the joystick is pushed fully) is recommended to free up screen space.
Console/gamepad: Left Stick movement, Right Stick camera, L3 click for sprint toggle (survivor), A/X for the universal interact button, RT/R2 for basic attack and RB/LB or R1/L1 for abilities (killer). Recommended: increase stick dead zone to 15ā20% if experiencing drift; enable TV "Game Mode" to cut display lag from 30ā80ms down to 10ā15ms, which the article states directly affects skill-check timing.
Advanced techniques described: "Crouch-teching" ā pressing crouch at the exact moment of a killer's swing during a vault transition (a ~0.15-second window) to shrink the survivor's hitbox and dodge certain swings; works only on medium vaults, not fast vaults. "Quick Turn" ā snapping the camera 180° instantly (bound differently per platform), used by killers for "moonwalking" (hiding their red-stain direction indicator during mind games) and by survivors for fast behind-checks. "Input buffering" ā certain actions (e.g., a basic attack queued during pallet-stun recovery, or sprint queued during a vault landing) can be pressed early and will fire the instant the current animation completes; ability inputs (Q/E/R) explicitly cannot be buffered during attack recovery, by design, to prevent instant combos.
Extended Q&A (from the main guide page ā "Questions I get from new Forsaken players")
How long until I'm decent at this game? Roughly 30ā50 matches as a survivor, 50ā100 as a killer. Survivor onboarding is faster because teammates provide cover while learning map layouts; killer takes longer because mistakes are immediately visible and require learning how each character's ability interacts with every survivor's perk loadout. "Decent" (winning more often than not) comes earlier than "good" (matching a skilled creator's pace).
Should I main one character or learn the whole roster? Main one character for the first ~100 matches. Forsaken rewards muscle memory on ability timing, and cooldowns differ per character, so switching frequently causes miscounted cooldowns. After ~100 matches with one character, ability rhythm becomes automatic.
Is it worth buying Robux for cosmetics or characters? For characters: not necessary ā every character is unlockable with coins, at most ~15 hours of casual grinding. For cosmetics: only if genuinely wanted, since some skin packs are time-limited and may not return after their event.
Performance/framerate issues: Drop Roblox's global graphics quality to level 4, close other browser tabs/windows, disable Discord overlay, and prefer Chrome over Edge if browser-based. Recommendation: prioritize framerate over resolution ā a 720p match at 60 FPS plays better than 1080p at 30 FPS, because frame timing affects ability cancellation more than visual fidelity.
Bad teammates / finding better matches: Three options depending on commitment level: (1) queue during peak hours (US evening, weekend afternoons) for a larger, higher-quality matchmaking pool; (2) queue as a duo/trio with friends, which raises average lobby skill since matchmaking partially weights toward your highest-skill player; (3) join the official Forsaken Discord to find more competitive-leaning lobbies.
Why do I keep "missing" hits as killer? Two common causes: (1) hitting a survivor during their brief i-frame window after a window vault or pallet drop; (2) hitting a survivor with an active Sprint Burst-type speed boost, which can absorb the hit without a visible flinch. If neither explains it, the likely cause is latency ā switching to a closer server region usually helps.
Is voice chat worth it? Yes when queueing with known people; not recommended solo-queueing with strangers, since random-lobby voice chat skews young/unreliable given Roblox's primarily teenage userbase. Coordinated voice with a stable group is described as the single biggest survivor advantage, raising escape rates by roughly 15ā20 percentage points over solo queue.
General FAQ (from the site's FAQ page)
Game basics
- Forsaken is free to play; some cosmetics/characters cost Coins (earnable in-game or purchasable with Robux).
- 5 generators must be repaired to power the exit gates.
- Each survivor can be hooked up to 3 times before elimination from the match.
- Killer ability cooldowns generally range 20ā60 seconds depending on the character.
Best characters (per FAQ page ā note some figures differ slightly from the dedicated tier-list page)
- 1x1x1x1 considered S-tier for teleport-based map control; John Doe favored for stealth play; c00lkidd recommended for beginners.
- Guest 1337 described here as excellent for beginners with a speed boost; Shedletsky described as top-tier for experienced/coordinated teams; Builderman excels at generator repair speed.
Strategy basics
- Survivors: split up early to work different generators while staying within rescue distance; plan escape routes; save sprint for critical moments; communicate with teammates.
- Killers: focus on controlling central generators and creating a 3-gen scenario late game; don't commit to chases against strong loopers ā find easier targets; use abilities strategically, not just on cooldown.
- Note on perks: the FAQ page references specific named perks ("Sprint Burst," "Borrowed Time," "Decisive Strike" for survivors; "Ruin," "BBQ & Chili," "Pop Goes the Weasel" for killers) as meta picks. These perk names do not match any of the named perks/abilities described on the dedicated Killers and Survivors pages of this same site (which use different perk names per character) ā this is an inconsistency in the source material, possibly referencing generic horror-genre perk terminology rather than Forsaken-specific names.
Technical/account
- Connection issues: check official Discord for server maintenance, try refreshing/clearing cache, or switch server regions.
- Codes typically expire after 1ā2 weeks or upon reaching a usage cap; check the blog for current working codes.
- Progress (characters, coins, levels, cosmetics) is saved to the Roblox account and persists across devices.
About Forsaken Hub
- Forsaken Hub is an independent fan site, not affiliated with Roblox Corporation or the Forsaken developers.
- New content is published daily; tier lists update with significant balance changes.
- Community contributions are welcomed via email contact.
Game Mechanics Reference (from the dedicated Mechanics blog post)
This section compiles hard numbers from /blog/forsaken-complete-game-mechanics-guide-2026, a separate, more technical pillar page than the main guide. Note: several numeric values here (movement speed, generator timers) differ from values implied elsewhere on the site ā see Section 16 for a full discussion of these conflicts.
Core numbers cited on this page:
- Generator repair (solo): 80 seconds base
- Hook stages: 3 total ā Stage 1 (60s, rescuable), Stage 2 (60s, struggle phase), Stage 3 (sacrifice/death) ā 120 seconds total from first hook to death if unrescued
- Exit gate opening time: 20 seconds base, with light stages at 25%/50%/75% progress
- Survivor base movement speed: 16 studs/s; killer base: ~18.4 studs/s (varies by killer), ~22 studs/s killer sprint
- Stamina (sprint) duration: ~3ā4 seconds before exhaustion; 8ā10 seconds to fully regenerate
- Pallet stun duration: ~2 seconds; killer takes ~2.5 seconds to break a dropped pallet
- Window vault speed: Fast (~0.5s, sprint + straight angle), Medium (~0.8s, off angle), Slow (>1s, crouching/walking ā avoid in chase)
- Entity blocker: a window vaulted 3 times in one chase gets blocked, preventing further use
Generator cooperative-repair math: 1 survivor = 80s (100% efficiency). 2 survivors = ~47s (~85% efficiency each). 3 survivors = ~38s (~70% efficiency each). 4 survivors = steep penalty, rarely worth it. Great skill checks give a ~2% instant progress burst (~1.6s saved each); missed skill checks cost ~5% progress (~4s) and alert the killer with a visible/audible explosion.
Three-gen mechanic: defined as the last three incomplete generators being close enough for the killer to patrol all three in under 15 seconds. Prevention: complete the generator most central to a cluster early, breaking up the remaining generators' spacing. If a killer successfully forces a three-gen, the page estimates killer win rate jumps to roughly 75%+.
Hook/rescue mechanics: self-unhook success rate is only ~4% per attempt (a desperation play, not a strategy). Rescue channel takes ~1.5 seconds. Counters to face-camping: don't attempt the rescue, let the other three push generators instead (three uncontested survivors can finish ~3ā4 generators in the 120 seconds a camped survivor is on hook). Counters to tunneling: body-blocking and protection-style perks.
Bloodpoint categories: Objectives, Survival/Sacrifice, Altruism/Deviousness, and Boldness/Brutality, each capped at 8,000 per match (32,000 total base, before event bonuses).
Win condition community consensus (not an official scoring system): 4 escapes = decisive survivor win; 3 escapes = strong survivor win; 2 escapes = draw; 0ā1 escapes = killer win. Mirrored for killers: 4K = dominant win, 3K = strong win, 2K = draw, 0ā1K = killer loss.
The basement: every map has exactly one, with a single entry/exit stairway, a hook that cannot be sabotaged, and (per this article) loot chests. Uncoordinated basement rescues are called out as the leading cause of team wipes.
Hatch mechanics: spawns randomly when one survivor remains; the killer can close it (which powers the exit gates and starts the endgame collapse); approaching the hatch within 10 studs of the killer is described as "a coin flip at best" due to grab range.
Stealth mechanics: sprinting leaves scratch marks (visible only to the killer) for several seconds; walking and crouching leave none. "Cutting scratch marks" ā sprinting then stopping to walk a different direction ā is named as a core misdirection technique. Lockers offer full stealth (no marks, no sound) but an opened locker results in an instant grab.
Game Modes & Core Objectives
Killer objective
- Hunt down and eliminate all survivors
- Prevent survivors from completing generators
- Use a unique ability to track and catch prey
- Manage terror radius (presence range) strategically
Survivor objective
- Repair 5 generators to power the exit gates
- Survive until escape or until the timer runs out
- Help teammates when downed/hooked
- Use items and perks to evade the killer
Match length: ~10ā15 minutes. Timer increases slightly with each survivor elimination.
Hook mechanic: Survivors have three hook states ā first hook (rescuable), second hook (struggle phase), third hook (elimination from the match).
Forsaken Terminology Glossary
- Anti-loop: a killer ability or playstyle that bypasses standard looping geometry. 1x1x1x1's teleport is described as the strongest anti-loop ability in the current meta.
- Basement: a specific room in the main lobby building of every map with four hooks close together. Rescues from basement fail at a 68% rate, versus 35ā40% for above-ground hooks. Each map has exactly one basement.
- Body block: standing between the killer and a freshly unhooked teammate to absorb a free hit. Most common with high-HP survivors (Noob, Builderman ā note: this contradicts Noob's "Low" health stat listed in his character card, an inconsistency present in the source).
- Chase music: faster soundtrack triggered when the killer commits to chasing a specific survivor, activating when the killer is close enough to trigger the survivor's sprint indicator.
- Endgame collapse: the two-minute timer that starts once both exit gates are opened, forcing survivors to leave or die. Most matches end during this phase.
- Genrushing: repairing all five generators as fast as possible while ignoring rescues/totems. Outperforms rescue-balanced play against competent killers but loses harder when it fails.
- Hatch: a one-time escape route that opens when only one survivor remains, in a different location each match. Closing it as killer is the most reliable way to secure a 4-kill.
- i-frames (invulnerability frames): brief damage immunity during specific animations (window vaults, pallet drops, getting unhooked). Hits during i-frames don't register.
- LOS (Line of Sight): whether the killer can directly see the survivor. Breaking LOS resets the killer's chase indicator ā the core mechanic behind looping and stealth play.
- Mind game: a psychological play at a loop where the survivor fakes a direction change to force a wrong commitment from the killer. Most effective against killers who play reactively.
- Pallet stun: dropping a pallet onto a killer for a 1.5-second stun ā the primary way survivors create distance/time during chases.
- Pip: a rank-progression unit; enough pips rank a player up at month's end. Tracked separately for survivors and killers.
- Slugging: leaving a downed survivor on the ground instead of hooking immediately, used to pressure a rescuer or set up multiple hooks. Considered "scummy" by some but mechanically optimal in certain scenarios.
- SWF (Survive With Friends): a premade four-stack of survivors with voice coordination. Win rates run 15ā20 percentage points higher than solo-queue equivalents.
- Tunnel/Tunneling: repeatedly targeting one survivor to eliminate them before others. Mechanically powerful, socially frowned upon; often called "face camping" when combined with hook-camping.
Playing as a Killer
Killers are faster than survivors but emit a terror radius that warns survivors of proximity. Each killer's power has a cooldown that must be timed well.
Top killer tips
- Control generators: patrol between them to catch survivors off guard
- Mind games: double back and fake directions
- Use abilities for guaranteed value, not blind chases
- Listen for survivor sound cues (footsteps, breathing, repairs)
Advanced killer strategy
- Map pressure: rotate between objectives instead of tunneling one survivor
- Mind games: unpredictable movement at loops/pallets; especially effective with teleport-capable killers
- Ability management: save abilities for high-value moments (exit gates, multi-survivor catches)
- Read survivor patterns: most players take predictable routes
Best killer duo combos
- 1x1x1x1 + John Doe: teleport forces survivors into darkness zones; mobility + area denial is very strong
- c00lkidd + Guest 666: traps create predictable movement that Guest 666 exploits with possession
- 1x1x1x1 + Guest 666 (per tier list): teleport creates bad positioning that Guest 666 punishes with possession ā considered a top-tier duo
1. Killer roster (5 total: 2 Easy, 1 Medium, 2 Hard)
1x1x1x1 ā "The Hacker" (Hard)
A glitched entity that corrupts the world around him; unpredictable movement, strong ambush potential.
- Ability: Glitch Strike ā teleport through walls for 3 seconds
- Cooldown: 45s | Speed: Medium | Detection: High
- Strategy: use teleport to cut off escape routes; save for guaranteed hits; mind-game loops; strongest indoors with many walls
- Counter: listen for glitch sounds, keep distance, fight in open areas
- Tier: S ā "Meta Definer." Teleport ability is described as game-changing with a high skill ceiling, dominant in experienced lobbies, and the most banned ability in coordinated/tournament lobbies even after a range nerf.
John Doe ā "The Shadow" (Medium)
Stalks from shadows; built for ambush and area control.
- Ability: Darkness Surge ā creates an area of darkness that blinds survivors
- Cooldown: 30s | Speed: Fast | Detection: Medium
- Strategy: use darkness at chokepoints/objectives; combine with speed to close gaps; strong for defending generators
- Counter: use flashlights, stay grouped, avoid narrow areas
- Tier: A ā "Consistently Strong," versatile on all maps, solid at all skill levels
c00lkidd ā "The Exploiter" (Easy)
Manipulates the environment via exploits; slow but strong at area denial through traps.
- Ability: Admin Commands ā spawns temporary traps/obstacles
- Cooldown: 20s | Speed: Slow | Detection: Very High
- Strategy: pre-trap common routes, force specific paths, stack traps at objectives ā recommended for beginners due to high detection
- Counter: watch for trap placement, use alternate routes, rush objectives
- Tier: B ā strong for beginners; trap placement becomes predictable at high level
Guest 666 ā "The Corrupted" (Hard)
Can briefly possess survivors, forcing them to walk toward danger. Requires prediction and timing.
- Ability: Possession ā briefly controls a survivor's movement
- Cooldown: 60s | Speed: Medium | Detection: Low
- Strategy: use possession near hazards or other survivors; save for exit-gate moments; pair with stealth
- Counter: spread out, avoid hazards, break line of sight
- Tier: A ā strong in coordinated play, effectively counters survivor teamwork; rising in popularity as a counter to coordinated squads
Bacon Hair ā "The Noob" (Easy)
Gets stronger the more he's stunned; dangerous if underestimated.
- Ability (Passive): Rage Mode ā increases speed and damage after being stunned
- Cooldown: Passive | Speed: Variable | Detection: High
- Strategy: bait early stuns, build rage before critical chases, becomes very fast at max rage ā good for new players learning mechanics
- Counter: avoid stunning unless necessary, kite without pallets
- Tier: B ā relies on survivor mistakes; stronger at lower ranks. Per the tier list's "Notable Tier Movement" section, Bacon Hair has the highest kill rate of any killer at low/green ranks (~8 percentage points above the field) but drops to mid-B at high/red ranks because skilled survivors don't feed his rage stacks.
2. Killer FAQ (from Killers page)
- Best killer for beginners: c00lkidd (high detection makes tracking easy) and Bacon Hair (straightforward, forgiving rage mechanic)
- Unlocking killers: via Coins from matches, codes, or reaching specific player levels; premium killers purchasable with Robux
- Ability upgrades: playing a killer earns XP for that character; leveling reduces cooldowns, increases ability duration, unlocks cosmetics
Extended Map Data (from the dedicated Maps blog post)
/blog/forsaken-all-maps-complete-guide-2026 presents a 21-map roster ā a dramatically larger and differently-named set than the 5 maps detailed on the main /forsaken-maps page (see Section 16 for discussion of this conflict). Key figures cited on this page, presented as this source's own claims:
- Total maps: 21, spanning indoor, outdoor, and mixed layouts
- Newest map (at time of writing): Planet Voss (added February 2026)
- Most-played map: Crossroads, appearing in 18% of matches
- Highest survivor escape rate: Forest, 58%
- Lowest survivor escape rate: Underground War, 39%
Per-map quick stats (size in square studs, generators, pallets, difficulty 1ā5): Asylum (10,000 / 7 gens / 12ā15 pallets / 5), Crossroads (7,500 / 7 / 14ā16 / 2), School (6,800 / 7 / 11ā13 / 3), Happy Home (4,200 / 6 / 9ā11 / 2), Glass Houses (3,800 / 6 / 10ā12 / 2), Underground War (6,500 / 7 / 8ā10 / 5), Cool Carnival (9,200 / 8 / 14ā16 / 3), Haunted Mansion (7,000 / 7 / 11ā14 / 4), Work at a Pizza Place (4,500 / 6 / 10ā12 / 2), Horror Hotel (9,500 / 8 / 13ā16 / 4), The Tempest (11,000 / 8 / 10ā12 / 3), Castle (10,500 / 8 / 15ā18 / 4), Planet Voss (12,000 / 8 / 11ā14 / 4), SFOTH (7,200 / 7 / 12ā14 / 3), Yorick's Resting Place (6,800 / 7 / 13ā15 / 3), Make a Cake (3,500 / 6 / 8ā10 / 1), Prison (9,800 / 8 / 14ā17 / 4), Hospital (12,000 / 8 / 12ā15 / 5), Forest (11,500 / 8 / 10ā13 / 3), Abandoned Factory (7,800 / 7 / 12ā14 / 3), Lobby (3,200 / 5 / 6ā8 / 1).
Notable individual-map mechanics described: Asylum has a hidden maintenance tunnel connecting basement to first floor; The Tempest has dynamic weather cycles (clear, rain, thunderstorm, fog) that change visibility for both sides; Castle has the highest pallet count in the game (15ā18) and tower-spiral loops; Planet Voss has three low-gravity zones; Underground War has the lowest pallet count (8ā10) and acoustic echo that makes audio tracking unreliable; School has a vertical three-gen risk between its cafeteria and the classrooms directly above it.
This page's own map-balance tier list by escape rate: S (survivor-favored): Forest (58%), Castle (56%). A: Cool Carnival (55%), Yorick's Resting Place (55%), Pizza Place (54%). B (balanced): SFOTH (51%), Crossroads (50%), Abandoned Factory (50%), Happy Home (49%), Planet Voss (49%). C (killer-favored): School (47%), Haunted Mansion (46%), Glass Houses (45%), Horror Hotel (44%). D (killer-favored): Hospital (42%), Prison (42%), The Tempest (41%), Underground War (39%). E (tutorial): Make a Cake (47%), Lobby (45%).
Note that these escape-rate figures do not match the killer-win-rate figures given for the same map names on the main /forsaken-maps page (e.g., Crossroads is 40% killer win rate / 60% survivor win rate there, versus 50%/50% "balanced" here; Happy Home is 55% killer win rate there versus 49% survivor escape ā roughly consistent ā but the generator/pallet counts also differ between the two pages for the same map names).
Maps
1. Map roster (5 detailed: 1 Easy, 2 Medium, 2 Hard/Very Hard)
Crossroads (Easy / Medium size)
- Killer win rate: 40% | Survivor win rate: 60%
- Roblox-history themed map (house, bridge, tower)
- Layout: 7 generators, 2 exit gates, 12 pallets, 8 windows, 10 lockers
- Killer strategy: control the central crossroads, use the bridge as a chokepoint, check the house basement often, use the tower for oversight
- Survivor strategy: strong house loops, the bridge buys significant time, multiple escape routes, good visibility for teamwork
- Hiding spots: house basement, behind tower, bridge underside, corner buildings
- Best killers: John Doe, c00lkidd | Best survivors: Guest 1337, Noob
- Considered the most beginner-friendly map (clear sightlines, simple, balanced) and the community's most popular map (41% first-choice votes in a ~4,000-respondent March 2026 Discord survey). Most commonly used in tournament play due to its balance.
Happy Home (Medium / Small)
- Killer win rate: 55% | Survivor win rate: 45%
- Twisted version of Roblox's classic tutorial house; tight indoor spaces favor killers
- Layout: 5 generators, 2 exit gates, 10 pallets, 15 windows, 8 lockers
- Killer strategy: indoor advantage for teleport abilities, quick gen patrol, deadly basement hooks, force survivors into dead zones
- Survivor strategy: strong window chains, mindgame potential from house layout, coordinate to prevent 3-gen, use multiple floors to break chase
- Hiding spots: closets, under beds, attic, garage corners
- Best killers: 1x1x1x1, Guest 666 | Best survivors: Shedletsky, Builderman
- Per the tier list, the most killer-favored of the detailed maps along with Work at a Pizza Place.
Sword Fight Arena (Hard / Large)
- Killer win rate: 35% | Survivor win rate: 65%
- Open arena, limited cover, strong sightlines
- Layout: 8 generators, 2 exit gates, 8 pallets, 4 windows, 6 lockers
- Killer strategy: must commit fully to chases, use arena walls to cut escapes, control the center, stealth killers struggle here
- Survivor strategy: maximize distance in open space, drop pallets early, spread gen repairs, strong for coordinated teams
- Hiding spots: arena pillars, spectator stands, weapon racks, underground tunnels
- Best killers: Bacon Hair, John Doe | Best survivors: Guest 1337, Telamon
- Supports a special "Elimination" game mode
Natural Disaster (Very Hard / Extra Large)
- Killer win rate: 30% | Survivor win rate: 70%
- Dynamic disasters (tornadoes, floods, meteors) randomly affect gameplay
- Layout: 9 generators, 3 exit gates, 15 pallets, 12 windows, 14 lockers
- Killer strategy: use disasters to force movement, very hard to patrol, focus on 3-gen, mobility killers essential
- Survivor strategy: disasters can break chase, multiple safe zones, easy to lose the killer in chaos, great for gen rushing
- Hiding spots: disaster shelters, ruined buildings, underground bunkers, debris piles
- Best killers: 1x1x1x1, Guest 666 | Best survivors: all viable
- Supports a "Survival" mode (co-op vs. disasters and AI killers)
- Most controversial/least-favorite map in the community survey (28% last-place votes); community sentiment runs ~40% positive / ~45% negative / ~15% neutral. A rework has been hinted at by the developer but not yet shipped (per tier list "Upcoming Balance Changes").
Work at a Pizza Place (Medium / Medium)
- Killer win rate: 50% | Survivor win rate: 50%
- Kitchen offers strong loops; delivery area offers stealth options
- Layout: 6 generators, 2 exit gates, 11 pallets, 10 windows, 9 lockers
- Killer strategy: kitchen can be a death trap if used right, delivery trucks block sightlines, manager office holds a key generator
- Survivor strategy: kitchen loops can be near-infinite if run well, use ovens to break line of sight, delivery area for stealth, strong main building structure
- Hiding spots: pizza ovens, supply closet, delivery trucks, freezer
- Best killers: c00lkidd, John Doe | Best survivors: Shedletsky, Noob
2. Map rotation & selection
Forsaken uses a weighted random map system. Same map won't repeat back-to-back for the same player. Higher-level players see harder maps more often; coordinated parties get harder maps to balance difficulty. Event maps appear during holidays/updates. Players cannot directly choose their map in normal matchmaking ā only via private servers (free with Roblox Premium) or rare "map offering" consumables gated behind progression.
3. Universal map tips
For killers: learn generator spawn patterns (consistent per map), identify/defend 3-gen setups early, exploit map-specific features (disasters, bridges), know common hiding spots.
For survivors: memorize pallet spawn locations (fixed per map), learn infinite-loop locations, identify and avoid dead zones, use map callouts.
4. Maps FAQ
- Best map for beginners: Crossroads ā clear sightlines, simple layout, balanced, familiar theme
- Secret areas: yes, 1ā2 per map with bonus chests (coins/temporary boosts) ā e.g., Natural Disaster's bunker, Happy Home's hidden room
- Special game modes: Sword Fight Arena has "Elimination" mode; Natural Disaster has a co-op "Survival" mode against disasters and AI killers
5. Map history (broader roster beyond the 5 detailed above)
The site describes a wider map roster that has grown since launch, organized by era:
- Launch maps: Crossroads, Happy Home, Sword Fight Arena ā drawn from classic Roblox geography, designed to feel familiar to Roblox veterans, still in rotation 18 months later. Crossroads' three loop zones (bridge, southwest house, northeast tower) make it the most tournament-favored map.
- Horror expansion (early 2025): Haunted Mansion, Asylum, Cemetery. Asylum is noted as the most ambitious environmental design, with a multi-floor layout and a disorienting patient-corridor wing; rewards memorization heavily (e.g., basement-to-second-floor escape routes).
- Outdoor maps (mid-2025): Forest, Natural Disaster, Underground War ā shifted toward open-air, tree/rock geometry. Forest introduced the tree-loop mechanic, now considered a standard survivor skill.
- Themed maps (late 2025ā2026): Hospital, Prison, Castle, Planet Voss, Cool Carnival ā distinct visual identities and gameplay quirks. Hospital is killer-favored (corridor design); Prison is a "3-gen pressure cooker"; Castle favors fast killers via elevated chase routes. Maps are now often tied to in-game events (Cool Carnival/summer event, Castle/fantasy event, Make-a-Cake/anniversary).
Community survey (March 2026, ~4,000 respondents via official Discord):
- Favorite maps: Crossroads (41%), Asylum (22%), Hospital (13%)
- Least-favorite maps: Natural Disaster (28%), Planet Voss (18%), Underground War (11%) ā Planet Voss's dislike is attributed mainly to its visual style feeling out of place rather than poor mechanical design
Variance for ranked play: Lowest-variance (most predictable) maps: Crossroads, Forest, Sword Fight Arena. Highest-variance (highest skill ceiling) maps: Asylum, Hospital, Natural Disaster.
Progression System
Coins: earned by playing matches, completing objectives, and hitting milestones. Used to unlock characters and cosmetics. Average earnings: 50ā150 coins per match. Forsaken codes can provide free coins.
Experience (XP): earned from survival time, objectives, and assists. Leveling up unlocks exclusive rewards.
Pip system (terminology section): a separate rank-progression unit; earning enough pips ranks a player up at month's end. Survivors and killers earn pips independently.
The Character & Map Roster Conflict ā Read This Before Trusting Any Single Page
Pulling the additional blog pages alongside the original five pillar pages surfaced a major, unresolvable inconsistency in Forsaken Hub's own content: the site does not have one consistent killer roster, survivor roster, or map roster. Different pages, written at different times (the site publishes "monthly" tier lists and roster pages dated March, April, and May 2026), each present a roster as if it were definitive, but the rosters do not overlap cleanly. This is presented here as a factual finding about the source material, not as a single resolved "correct" roster.
Killer roster, three different counts found across the site:
/forsaken-killers(pillar page): 5 killers ā 1x1x1x1, John Doe, c00lkidd, Guest 666, Bacon Hair/blog/forsaken-characters-2026: 6 killers ā 1x1x1x1, John Doe, Nosferatu, c00lkidd, Noli, Slasher (Jason)/blog/forsaken-all-killers-abilities-complete-list-2026: 12 killers (title states this explicitly), naming at minimum 1x1x1x1, John Doe, Nosferatu, Guest 666, c00lkidd, Guest 1337 (referenced here as a killer with a Player Point cost, contradicting its identity as a survivor everywhere else on the site), Builderman (also referenced as a killer elsewhere despite being a survivor everywhere else), with Insano, The Glitch, Siren, and Brickman also referenced as existing killers in tier-list and roadmap blog posts without ever appearing in a roster list/blog/forsaken-tier-list-april-2026: lists an S-tier of "1x1x1x1, Guest 666, Noli, c00lkidd" and references Builderman, Insano, and "The Glitch" as B-tier killers
Survivor roster, similarly inconsistent:
/forsaken-survivors(pillar page): 5 survivors ā Guest 1337, Shedletsky, Noob, Builderman, Telamon/blog/forsaken-characters-2026: 6 main survivors (Elliot, Shedletsky, Chance, Two Time, 007n7, Noob) plus a separate legacy bucket of Guest 1337, Builderman, Taph, and Dusekkar ā meaning Guest 1337 and Builderman are explicitly demoted to "legacy" status rather than core roster here/blog/forsaken-survivors-list-2026: states "roughly ten characters" and names Elliot as the most-played/recommended starter, with Taph cited as having the highest base speed in the game (17 studs/s) ā a claim that cannot be cross-checked against the pillar page since Taph does not appear there at all- The FAQ page (
/faq) names Guest 1337, Shedletsky, and Builderman as top picks with no mention of Elliot, Noli, Chance, Two Time, 007n7, Taph, or Dusekkar at all
Map roster:
/forsaken-maps(pillar page): 5 maps ā Crossroads, Happy Home, Sword Fight Arena, Natural Disaster, Work at a Pizza Place/blog/forsaken-all-maps-complete-guide-2026: 21 maps, sharing only Crossroads, Happy Home, and Work at a Pizza Place by name with the pillar page; Sword Fight Arena and Natural Disaster do not appear at all in the 21-map list (the closest name is "SFOTH," an apparent renaming/different map), replaced instead by Asylum, School, Glass Houses, Underground War, Cool Carnival, Haunted Mansion, Horror Hotel, The Tempest, Castle, Planet Voss, Yorick's Resting Place, Make a Cake, Prison, Hospital, Forest, Abandoned Factory, and Lobby
Tier lists also conflict month to month in ways that go beyond normal balance-patch drift ā e.g., the main /forsaken-tier-list page (dated May 14, 2026) shows a 5-killer SāB tier board, while /blog/forsaken-tier-list-april-2026 (dated one month earlier) already references a 12-killer-style roster with Noli, Nosferatu, Insano, and "The Glitch," none of which appear in the "later" May pillar page at all.
What this means for using this document: the numeric specifics in Sections 4ā8 (the 5-killer/5-survivor/5-map pillar-page version) and the numeric specifics in Sections 14ā15 (the 6-/12-/21-character-and-map blog-page version) describe two internally incompatible versions of Forsaken's roster as presented by the same site. Both are reproduced here as-is because the task was to compile what the site says, not to silently pick a winner. If you are using this for an actual play decision (which killer to unlock, which map to study), the pillar pages (/forsaken-killers, /forsaken-survivors, /forsaken-maps, /forsaken-tier-list) are the more internally consistent set to default to, but be aware the blog posts describe a materially different, larger game.
Playing as a Survivor
Survivors cannot fight back directly ā stealth, teamwork, and environment use are the core tools. Watch for the killer's red stain (vision cone indicator).
Essential tips
- Stay aware of the killer's red stain
- Loop efficiently using pallets and windows
- Repair generators together for a speed bonus
- Use lockers/corners to hide when needed
1. Survivor roster (5 total: Runner, Support, Scout, Tank, All-Rounder)
Guest 1337 ā "The Elite" (Runner)
Best looper on the roster; buys time for the team.
- Perk: Speed Burst ā 150% speed for 3 seconds after vaulting
- Cooldown: 40s | Health: Medium | Speed: Very Fast | Stealth: Low
- Strategy: chain vaults to maximize Speed Burst uptime; lead killers away from objectives; best for players who know map layouts; save the perk for critical escapes
- Team role: distraction / time-wasting
- Tier: S ā "best chase perk... can single-handedly waste killer's time, essential for high-level play"
- Note: Underwent a major rework in March 2026 (per tier list history) that cut the Speed Burst cooldown ~40% and removed the vault requirement to activate, transforming Guest 1337 from a casual B-tier pick into a top-three competitive survivor.
Shedletsky ā "The Builder" (Support)
Objective-focused; repairs generators efficiently.
- Perk: Quick Fix ā repairs generators 50% faster when injured
- Cooldown: Passive | Health: High | Speed: Medium | Stealth: Medium
- Strategy: stay injured to maximize repair speed; prioritize gens over healing; spread work across multiple gens to avoid 3-gen scenarios; strong for solo queue
- Team role: objective completion / gen rushing
- Tier: S ā "enables insane gen rush potential, meta-defining in coordinated teams"
Noob ā "The Lucky" (Scout)
Weak stats but excellent awareness; great for learning killer patterns.
- Perk: Danger Sense ā see killer's aura within 20 meters
- Cooldown: Passive | Health: Low | Speed: Fast | Stealth: High
- Strategy: call out killer locations; use stealth over direct chases; good for beginners; hide near objectives for intel
- Team role: information gathering / early warnings
- Tier: B ā great for new players; "falls off at high level where game sense replaces it"
Builderman ā "The Leader" (All-Rounder)
Boosts the whole team's efficiency; essential for coordinated groups.
- Perk: Team Spirit ā all nearby survivors gain +15% action speed
- Cooldown: Passive, 10m radius | Health: Medium | Speed: Medium | Stealth: Medium
- Strategy: stay near teammates during objectives; coordinate gen repairs; help injured teammates heal faster
- Team role: team coordination / efficiency boost
- Tier: A ā "mandatory for optimal team compositions"
Telamon ā "The Veteran" (Tank)
High durability; protects weaker teammates.
- Perk: Second Wind ā automatically recover from dying state once per match
- Cooldown: Once per match | Health: Very High | Speed: Slow | Stealth: Low
- Strategy: body-block for injured teammates; save Second Wind for late game; take aggro once gates are powered; pairs well with healing items
- Team role: protection / killer distraction
- Tier: B ā "clutch but only once per match; tank role less valuable than gen rushing"
2. Core survival strategies (from Survivors page)
- Looping basics: run tight circles around objects, keep checking behind you, drop pallets early if unsure of timing. Break line of sight at every corner, then re-acquire it from the opposite side of the loop tile to limit killer information.
- Generator priority: spread repairs to avoid 3-gen scenarios; finish central gens first, save corner gens for late game. If the killer patrols a tight generator cluster, leave that cluster for last ā the math favors survivors more around the 3rd-of-5 generator.
- Team communication: call out killer location; coordinate chase vs. objective roles; don't leave teammates hooked too long. In solo queue, the in-game ping system replaces roughly 60% of what voice coordination would provide ā use it on every killer sighting.
- Exit strategy: when gates are powered, "99% them" (stop just short of opening) to avoid triggering the endgame collapse timer prematurely; check for NOED-type threats before rescuing. Endgame collapse only starts once a gate is fully opened.
3. Team compositions (Survivors page)
- Balanced Team: Guest 1337 + Shedletsky + Noob + Builderman ā distraction, gen rush, intel, and team buff combined; recommended for most matches.
- Gen Rush Squad: Shedletsky x2 + Builderman x2 ā maximum repair speed, can clear all gens in under 5 minutes unchecked; high risk/high reward.
- Stealth Team: Noob x3 + Shedletsky ā constant killer tracking plus objective completion; strong against low-detection killers.
- Tournament-standard squad (per tier list): Guest 1337 + Shedletsky + Builderman + Noob ā loop, rush, buff, scout.
4. Survivor items
- Medkit: faster injury healing; essential for solo players
- Flashlight: blinds killers, counters darkness abilities; hardest item to use well ā practice in private servers
- Toolbox: speeds up generator repairs and sabotages hooks; highest-impact item against killers who stack early hooks
5. Common survivor mistakes
- Healing instead of finishing the gen: the most common solo-queue mistake. Rule of thumb: if a generator is past 70% complete, finish it injured, then heal.
- Running toward teammates during a chase: leads the killer to the team; loop away from active gens instead. Exception: deliberate body-block setups with Telamon or voice coordination.
- Greeding the pallet: holding for a perfect stun and eating a hit instead is the most common chase-ender at intermediate level. Drop early ā a forced pallet kick is usually worth more than a risky stun attempt.
- Camping the hook waiting for the unhook: standing within 16 meters of a hooked teammate triggers most killers' aura detection and keeps you off a generator. Finish the gen first, then time the rescue for when the killer leaves ā two survivors on one hook is a 2-for-1 trade favoring the killer.
6. Survivor FAQ (from Survivors page)
- Best for beginners: Noob (Danger Sense teaches killer behavior patterns safely); Builderman also good for team play since his buff helps even with imperfect play.
- Unlocking survivors: Coins from matches or codes; some require player levels; premium survivors purchasable with Robux but every character is also earnable through play.
- Can survivors fight back? No direct damage ā only pallet stuns, flashlight blinds, and environment use. Evasion is prioritized over confrontation.
- Is solo queue worth it? Yes, but with a lower escape rate than coordinated 4-stacks. The site's internal April 2026 solo-queue log (60 matches) measured a 53% solo escape rate, versus a reported 65ā75% for coordinated SWF groups in the same skill bracket. Solo-friendly picks: Noob, Builderman, Shedletsky ā survivors whose perks function without coordination.
7. Sukie's April 2026 solo-queue data log (Survivors page)
An informal 60-match personal log (12 matches per survivor, solo queue) tracking escape rate by character:
- Noob: 8/12 escaped
- Builderman: 7/12
- Shedletsky: 7/12
- Guest 1337: 6/12
- Telamon: 4/12
- Total: 32/60 escapes (53%)
Noted takeaway: Telamon's perk is mechanically stronger on paper but only triggers once per match and late-game, while Noob's passive awareness helps every single chase ā in solo queue, perks that trigger every match outperform perks with a bigger but rarer peak effect.
Tier List (May 2026 / Patch 4.1.0 snapshot)
1. Killer tiers
- S Tier ā "Meta Definers": 1x1x1x1
- A Tier ā "Consistently Strong": Guest 666, John Doe
- B Tier ā "Situationally Good": c00lkidd, Bacon Hair
2. Survivor tiers
- S Tier ā "Must-Pick": Guest 1337, Shedletsky
- A Tier ā "Team Essential": Builderman
- B Tier ā "Viable Options": Noob, Telamon
3. Map balance tier
- Killer-favored: Happy Home (55% killer WR), Work at a Pizza Place (50% killer WR)
- Balanced: Crossroads (40% killer WR)
- Survivor-favored: Sword Fight Arena (35% killer WR), Natural Disaster (30% killer WR)
4. May 2026 meta trends
- Gen Rush Meta: Shedletsky + Builderman remains dominant; patch 4.1.0 left their generator speeds unchanged
- Mobility kings: 1x1x1x1's teleport remains the most-banned ability in coordinated/tournament lobbies even after a late-April range nerf
- Map control: teams increasingly prioritize map-wide pressure over individual chases; Hospital is the most killer-favored map overall at 58ā62% kill rate
- Counter-meta: Guest 666 rising in popularity as a counter to coordinated squads; the "Nosferatu" addition has reshaped solo-queue killer pick rates (referenced but not detailed on this page)
5. Upcoming balance changes (as reported)
Developers have hinted at nerfs to Shedletsky's Quick Fix and buffs to underperforming killers like Bacon Hair. A Natural Disaster rework (reduced size/randomness) has also been hinted at.
6. Top team compositions (tier list page)
- Best killer duo: 1x1x1x1 + Guest 666 ā teleport forces bad positioning that Guest 666 punishes with possession
- Best survivor squad: Guest 1337 + Shedletsky + Builderman + Noob ā "the tournament standard": loop, rush, buff, scout
7. Tier list FAQ
- Update frequency: after every major patch, at least monthly; based on win rates, tournament results, and top-100 player feedback
- "B tier doesn't mean bad": tier lists reflect optimal play; personal skill matters more than placement
- For beginners: prioritize easy characters (c00lkidd, Noob) over S-tier picks, which often require advanced game knowledge
8. Methodology (how the tier list claims to be built)
- ~50% weight: win rate at "red rank" (the highest rank with consistent enough matchmaking to compare characters meaningfully), measured over the most recent 4-week window, combining public community-tracked logs with the author's own queue records
- ~30% weight: pick rate at high rank, used as a sanity check on win rate. Pick rate above 10% is treated as legitimate signal; below 10% is treated as suspect (example given: a character "Dusekkar" with a 58% escape rate but only 4% pick rate is considered an unreliable, self-selected sample)
- ~20% weight: qualitative judgment of how a character performs against the current meta
Tier definitions: S tier = best at their role under current balance, or provides a unique capability no one else replicates. A tier = strongly viable across the full skill range. B tier = "the wide middle." C tier = known weaknesses that require deliberate play around them. No D tier exists on this list ā every character is considered at least viable at red rank with practice.
9. Notable historical tier movement
- 1x1x1x1: S or A tier for the game's entire history. Launched with an unconditional 15-second teleport cooldown (effectively uncatchable, banned in most tournament formats). January 2025 patch added a range limit (dropped S+ to S). April 2026 patch added an animation lock to the teleport (some lists moved him to A), but this list keeps him at S, arguing the animation lock made the playstyle harder rather than weaker.
- Guest 1337: the single biggest tier movement in the game's history. Pre-rework, a B-tier "everyone's first survivor" with no competitive viability. The March 2026 rework cut the Speed Burst cooldown by 40% and removed the vault requirement to activate it, turning a casual pick into a top-three competitive survivor. This list ranks Guest 1337 A (not S) because the rework is considered too recent to have "settled."
- Bacon Hair: tier placement depends heavily on rank. At green/low ranks, has the highest kill rate of any killer (~8 percentage points above the field) because his rage mechanic punishes common low-rank mistakes. At red/high ranks, drops to mid-B because skilled survivors avoid feeding his rage stacks. This list ranks specifically based on red-rank performance rather than averaging across ranks.
10. Update cadence
The pillar tier-list page is refreshed every minor patch (roughly every 2ā4 weeks) with a full rewrite quarterly. Smaller week-to-week shifts are covered in separate monthly meta-report blog posts. Patches that don't touch ability cooldowns or HP values (cosmetic, audio, texture changes) rarely move the tier list, even if they feel impactful in-game.
