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SpeedRunners 2 Maps

All SpeedRunners 2 Maps: 8 Maps, 16 Layouts Explained

SpeedRunners 2 launches with 8 maps and 2 layouts each. Learn the mechanics that shape every track: booster pads, grapple ceilings, levers, wall jumps and obstacles.

9/7/2026 1.0 Last updated: 9/18/2026 7 min read
All SpeedRunners 2 Maps: 8 Maps, 16 Layouts Explained

FAQ

How many maps are in SpeedRunners 2 at launch?
Eight maps ship with the full release, each with two layouts — sixteen track configurations in total. More maps arrive with updates, and some original SpeedRunners maps return at launch.
Do original SpeedRunners maps return in the sequel?
Yes — the official FAQ confirms some of the original game’s maps return in the launch selection, with more added through updates over time.
Which SpeedRunners 2 maps are officially named?
Four so far, all new: Forest, Museum, Moon and Secret Lab — Secret Lab was revealed ahead of the February 2026 demo, the others via the official tinyBuild and SpeedRunners accounts. Steam achievement data additionally confirms three returning originals — Metro, Casino and SS Royale, each with its own page. The eighth slot is being verified against the live build before this wiki prints it; community trackers cite returning originals like Swift Peaks and Genetics for it.
What do levers do on SpeedRunners 2 maps?
Levers open and close pathways mid-race, rerouting the course while everyone is running it. Knowing which route a lever leaves open — and who gets there first — is map knowledge that beats raw speed.
What are the blue ceilings on the maps?
Blue ceiling sections are grapple-able: hook them with your movement grappling hook and swing across instead of taking the floor route. They pair with wall-jump sections and booster pads as the main speed mechanics.

SpeedRunners 2’s maps are described by the developers as meticulously designed — and they mean it literally: the skill ceiling of the game isn’t in your character, it’s in your knowledge of eight maps and the two ways each one races. Sixteen layouts is the entire competitive landscape at launch, which is exactly small enough to master and exactly deep enough to be worth mastering.

This page explains the system every map is built from. Individual map pages follow one by one as each is verified against the live build — same rule as everywhere on this wiki: published when verified, dated always.

The Maps Official Channels Have Named

The complete launch-eight list is still being verified against the live build — but official channels have named four maps outright, all of them new, and Steam’s own achievement data has since confirmed four maps by name, three of them returning originals with pages below:

Map Status What official sources say
Forest New Official account: “a new map based on a popular community-made level from the original SpeedRunners”; a separate official post describes it as “based on the rainforests of Costa Rica”
Museum New Named by tinyBuild among “3 brand new maps: Museum, Moon, and Forest”
Moon New Named in the same official list
Secret Lab New (availability tracked) Revealed by the official account ahead of the February 2026 demo: “First look at a brand-new map: Secret Lab”

The same tinyBuild statement adds that the game has “alt layouts for each map, including the classic ones” — the official wording behind this page’s two-layouts section.

Returning maps, now confirmed (September 15, 2026): Steam’s global achievement API carries the game’s four hidden achievements under internal names — SECRETS_METRO, SECRETS_MUSEUM, SECRETS_CASINO, SECRETS_SSROYALE — per-map secret achievements that put Metro, SS Royale and Casino alongside Museum in the live build’s own data. Community trackers additionally cite the winter-setting Swift Peaks and Genetics as present — and Swift Peaks is itself a course in the original game’s sixteen-map list, which makes the sighting consistent if still unconfirmed here; those two names join this table once verified against the live game. The achievements guide covers the hidden four in full.

The returning originals, each with its own page:

Map Confirmed by Original-game record
Metro SECRETS_METRO in the live build’s data A beginner course — “run in and around New Rush City’s Central Station”
Casino SECRETS_CASINO in the live build’s data An Expert-tier course in the original’s sixteen-map list
SS Royale SECRETS_SSROYALE in the live build’s data “A cruise ship filled with switches” — the original’s first switch map

The System: Six Mechanics Make Every Map

Every SpeedRunners 2 track is assembled from the same vocabulary. Learn the six pieces once and every map becomes readable at a glance:

Mechanic What it does What it rewards
Booster pads Speed strips on the track Knowing the racing line — the fast route strings pads together
Blue ceilings Grapple-able ceiling sections Aerial lines — swing over the floor route with the grapple
Wall-jump sections Vertical shafts of sequential jumps Rhythm — hesitation at the wall costs the pack
Levers Open and close pathways mid-race Map memory — the route you get depends on who flips what, when
Obstacles Hazards and barriers Clean, low movement — slides and late jumps
Pick-up placement Items seeded along the route Positioning — front-runners defend, chasers arm up

The genius of the design is the interaction: a lever that closes the floor route shoves the race toward the blue ceiling, where whoever grapples cleanest wins the split. You’re not learning sixteen layouts — you’re learning six mechanics and how each map pairs them.

Two Layouts Per Map: What “Two Ways to Race” Means

Each of the eight maps ships with two layouts — two configurations of the same terrain. In practice that means a map you think you know can still surprise you: the lever routes differ, the pick-up seeds differ, and the fast line you memorized may simply not exist in the other configuration.

Three practical consequences:

  1. Check which layout loaded. The differences are exactly the kind of detail that decides races; layout-blind confidence is how practiced players lose to strangers.
  2. Learn layouts in bot races. Free, offline, repeatable — the fastest way to burn both configurations of a map into memory (see the beginner routine).
  3. Rotation is the real test. Online play rotates the whole pool; being world-class on one layout of one map is a party trick, not a win condition.

Returning Maps From the Original

The official FAQ confirms some original SpeedRunners maps return in the launch eight — and Steam’s achievement data now names three of them plus Museum outright (Metro, SS Royale, Casino; see the table above). For veterans this is pure profit: the 2016 game’s map knowledge partially transfers, and slope-jump and grapple routes that took years to discover in the original are live ammunition here. For newcomers it’s a curiosity — and a warning that some opponents know these streets already.

More maps are committed via the update cadence — tinyBuild ships patches every one to two months, and the FAQ notes more maps arrive over time, including popular Workshop maps “with a fresh coat of paint” (Forest is the first evidence of that policy). A map editor and Steam Workshop support are things the team “would love to” do but are not in the launch game; if that changes, the map layer of this wiki grows with it.

How to Actually Learn a Map

The routine that works, in order:

  1. Run it once for the shape. No items, no ambition — just identify the three decision points: where the route splits, where the levers live, where the ceiling sections start.
  2. Run it for the racing line. Find the booster-pad chain and the one place a slide legitimately saves time.
  3. Run it for the pick-ups. Note what spawns where — the item economy decides who arrives at the final split armed.
  4. Race it online. The pack exposes everything your solo runs couldn’t: which line survives contact, and which shortcut needs eight players’ chaos to pay off.

Then repeat for the second layout. Sixteen of those and you’ve seen launch-day SpeedRunners 2 in full.

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