Steal Or Die Maps: Facility, Office and American Dorm Routing
All three Steal Or Die maps compared: Facility's deadly server rooms, Office's upstairs loop, American Dorm's extra exits, plus routing rules and map voting.
FAQ
How many maps does Steal Or Die have?
Which Steal Or Die map is the easiest?
Can you choose your map in Steal Or Die?
What are the rare events on Steal Or Die maps?
Three maps, one vote, fifteen players who all want to leave rich. Steal Or Die rotates Facility, Office and American Dorm — and the differences between them are not cosmetic. Exits, verticality and loot placement change your route more than any skill node will, and the community’s worst death reports cluster in specific rooms on specific maps. Here is what is confirmed about each one, and the routing rules that carry across all three.
How many maps does Steal Or Die have?
Three as of version 1.3 — Facility, Office, and American Dorm — chosen by lobby vote. When the lobby timer runs out, the game asks everyone to vote for a map and a mode; the maps are named, but the modes aren’t, so the second half of that vote is still community-unknown territory.
The roster is also growing: Vantage Gameworks has confirmed more maps are in development, replying to player comments with a direct “yes, wip.” This page will grow with them — the three below are the complete set you can be matched into today.
What is the Facility like?
The lab map. The Facility carries the game’s science-fiction loot flavor — lab sample cases to steal and, more importantly, encrypted hard drives, which run around $150–$156 each and are the signature high-value grab of this map.

The catch sits behind that money: the server rooms. Community players report them as the single most dangerous area in the game — one recurring comment describes “multiple massacres” and near-death escapes there — because the high-value drives sit in tight, dark technical spaces with limited ways out. The route is one fast, quiet pass: in, drives, out, no lingering. The Facility also has marked maintenance and prohibited zones, which make orientation easier but also give the entity predictable corners to check.
Facility priority: drives over sample cases, exits memorized before you touch a server room.
What is the Office like?
The classic two-level workplace. The Office’s defining feature is its upstairs floor — one streamer’s reaction on discovering it says everything: “there’s an upstairs… this is a big map.” The lower floor spreads desks of small tech loot (mugs, keyboards, desk fans, laptops — the laptop’s $35-to-$332 price range comes from streamer runs), while the upstairs concentrates bigger, heavier valuables.

The routing trade is vertical: upstairs pays better per room, but you are committing to stairs — a chokepoint the entity can camp or cut off. Go up early while the exit is still sealed and the map is quiet, and be back down before the exit opens. The Office’s dim lighting has been called out by streamers, which also means flashlight discipline matters more here: your beam travels.
What is the American Dorm like?
The residential map, and the most forgiving of the three. The Dorm is two floors connected by an interior staircase, with loot themed around student life — textbook stacks (seen at $50), acoustic guitars, banjos, mini fridges, granny bags.
Its structural advantage is confirmed exits: more than one. A player’s mid-run “I found another exit” is the whole pitch — when the entity camps your planned door, the Dorm actually gives you a second option, which is exactly the scenario that kills runs on other maps.

Dorm priority: find both exits in your first quiet minute, loot the small stuff on the way between them, and never carry the mini fridge (50% slower) farther than one exit away.
What routing rules work on every map?
Five rules the community’s footage keeps proving:
- Find your second exit first. Maps with one way out turn one bad entity position into a lost run. Learn the alternates before you loot — the Dorm rewards this most.
- Upstairs is a commitment. Stairs are the only way down from the Office’s second floor and the Dorm’s bedrooms. Never be up there heavy with the entity below and the exit already open.
- Don’t camp the hotspot. Server rooms and high-value floors are where kills concentrate. Take the money in one pass and leave; the entity checks the good rooms first because that’s where the greedy players are.
- Match your carry weight to your route length. The value-per-kilogram logic and full grabbing order live in the best loot guide — on a long route, light loot wins; one room from an open exit, take the fridge.
- Stop looting when the exit opens. From countdown onward, you’re positioning, not shopping. Loot only banks when you walk out — the rule that ends more runs than the entity does.
And when the route collapses entirely, hiding beats fighting — the entity has literally ripped doors open and dragged players out of lockers, so know which spots actually hold. The hiding guide rates lockers, vents and barricades for exactly these moments.
How does map voting work?
When the lobby timer expires, the vote covers a map and a mode; majority picks, and you load in. You can’t queue for a specific map, so the practical play is competence on all three — every map above has an exit-first route that keeps first-timers alive. If you’re brand new, run the beginner guide match flow once or twice before worrying about per-map optimization, check the value list for what each map’s loot sells for, and keep an eye on the guides hub as the confirmed map count grows past three.
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