The original backyard was a masterpiece of scale. Obsidian Entertainment basically took a mundane suburban patch of grass and turned it into a terrifying, vertical, and incredibly dense survival playground. But honestly, everyone is asking the same thing now that the first game's story has wrapped up: where do we go next? If you’re hunting for the Grounded 2 full map, you’ve probably seen the clickbait. You’ve seen the fake renders.
Let's get real.
As of early 2026, Obsidian hasn't dropped a formal JPEG of a new map. They haven't leaked a topographic scan of a new yard. However, based on the narrative breadcrumbs left in the "Fully Yoked" update and the technical limitations of the first game's engine, we can actually piece together what the next world looks like. It’s not just "another yard." It’s a massive shift in how we perceive the "small" world.
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Why the Grounded 2 Full Map Won't Just Be "Backyard 2.0"
Look, the first game squeezed every drop of juice out of that one yard. We had the koi pond, the sandbox, the upper yard, and the shed. If the developers just gave us another rectangle of grass with a different house, it would feel like a glorified DLC. It would be boring.
The rumors—and the subtle hints from developers like Adam Brennecke in various community streams—suggest a move toward urban encroachment. Imagine a map that isn't just soil and roots. We are talking about a "Full Map" that potentially spans multiple distinct biomes like a concrete patio, a cluttered garage, and maybe even a segment of the "House Interior" that isn't just a scripted cutscene area.
The scale has to change.
In the first game, the map was roughly 1:1 in terms of a standard backyard size. In the sequel, the chatter among data miners suggests a "streaming" world map. This means instead of one big box, we might get interconnected zones. Think of it like a Metroidvania. You start in a familiar garden setting, but the Grounded 2 full map expands into a "Front Yard" or even a "Neighbor’s Yard" through a series of vents or drainage pipes.
Breaking Down the Potential Biomes
If we are looking at the geography of a sequel, we have to look at what was missing from the first game. We never really got "human" verticality outside of the oak tree and the shed.
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The Concrete Jungle (The Patio and Porch)
This is a huge contender for a primary biome. It sounds dull, right? Wrong. To a kid the size of an ant, a cracked concrete patio is a canyon system. You’ve got deep fissures filled with stagnant water, discarded soda cans acting as multi-story dungeons, and the "Great Barrier" of a sliding glass door.
The Overgrown Greenhouse
A lot of fans point toward a greenhouse as the "Oak Tree" of the next game. It’s a controlled environment. You can have tropical plants, high humidity, and different insect types that wouldn't survive in a standard temperate backyard. It allows the devs to go wild with color palettes. Instead of just "brown and green," we get neon orchids and carnivorous pitcher plants.
The Garage Floor
The shed in Grounded was cool, but it was mostly a late-game hub. A full garage biome? That’s a game-changer. Imagine navigating a workbench covered in sawdust (which acts like quicksand) or climbing a wall of pegboards. The "map" here becomes less about horizontal travel and more about how high you can get.
The Insect Problem: Who Owns the New Map?
You can't talk about the map without talking about who lives there. The original yard was ruled by the Broodmother and the Mantis. In a new setting, the territorial layout changes.
If the Grounded 2 full map moves closer to the house, we are looking at different pests. Cockroaches. Centipedes that actually hunt you across zones. Silverfish in the damp areas. The map needs to be designed around these threats. A "Kitchen" map segment would be a nightmare of vertical climbing and avoiding "The Giant" (the humans) who might actually be an environmental hazard this time around, rather than just a background lore element.
It’s about density.
The first game felt empty in some spots, especially in the early days of the Lower Yard. Obsidian learned from that. The sequel's map design will likely focus on "Points of Interest" (POIs) that are closer together but have more internal layers. You won't just walk to a juice box; you'll enter the juice box, explore the straw, and find a secret lab hidden in the corrugated cardboard.
Let's Talk About the "Interior" Rumors
There is a lot of debate on whether we'll actually get inside the house. Honestly? It's the only logical step. But the "Full Map" can't just be a house—that loses the "Grounded" identity of being in nature.
The most likely scenario is a 50/50 split.
Imagine a map where the "Hub" is the crawlspace under the house. From there, you can branch out into the backyard or up into the floorboards. This creates a multi-layered map that is significantly more complex than the original game's layout. It solves the "boundary" problem. Instead of a wooden fence, the boundary is a brick foundation or a drywall interior.
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Navigation and the Map Interface
One of the biggest gripes in the original was the 2D map for a 3D world. When you're under the porch or high in the hedge, the map was basically useless. For the sequel, expect a 3D holographic map or at least a multi-level toggle.
Why does this matter for the Grounded 2 full map?
Because the sequel is clearly leaning into "Z-axis" gameplay. If the map is more vertical, the way we view the "Full Map" has to change. We need to see overlapping layers. If you're in the vents, you need to see how that aligns with the kitchen above you.
Fact-Checking the Leaks
You’ve probably seen the "Leaked Map" images floating around Reddit and X. Most of those are fan-made concepts using Assets from the first game or Unreal Engine 5 marketplace kits. Don't be fooled.
However, we do know that Microsoft has increased the budget for Obsidian's survival team. The scale of the world is expected to be roughly 2.5 times the size of the original Backyard. This isn't just "more space." It's more "active space." In the first game, about 30% of the map was "dead air" where nothing really happened. In the sequel, every square inch is being designed with a purpose.
Actionable Insights for Players
While we wait for the official reveal, there are things you can do to prepare for a map shift of this magnitude.
- Master Verticality Now: Go back to the original game and practice building elevators and zipline hubs. The next map will almost certainly require high-level engineering to navigate efficiently.
- Study the "Fully Yoked" Lore: The final notes left in the game mention "other sites" and "Project 2." These aren't just flavor text; they are literal coordinates for where the next game is headed.
- Watch the Neighbor’s Yard: In the final cutscenes, pay attention to the environment beyond the fence. The art assets for the neighboring houses were updated in the last patch, which is a classic developer move to test lighting and scale for future projects.
The Grounded 2 full map is going to be a lesson in claustrophobia and wonder. It’s moving away from the "Lost in the Woods" vibe and toward a "Survival in the Shadows of Giants" feel. Whether we are dodging a vacuum cleaner in the living room or fighting a hornet's nest in the attic, the map will be the star of the show.
Keep your eyes on the patches. The backyard is growing, and it's getting a lot more dangerous.
Next Steps for Survivalists
To stay ahead of the curve, focus on archival footage from the "Making of Grounded" documentaries. Obsidian often hides concept art for "rejected" ideas in these videos—ideas that frequently resurface as core features in sequels. Pay close attention to the "Basement" concepts that were cut from the 2020 release; they are the most likely blueprint for the next phase of the map. Check the official Obsidian forums for the "State of the Backyard" monthly posts, as they contain the only verified info on engine upgrades that will dictate map size and complexity. For now, refine your base-building skills in the upper yard; you're going to need them when the map expands into the unknown.