City Never Sleeps · Visual resource reference · Build 6722

The city’s resources,
at a glance.

Find the farm. Compare the clocks, Souls, ranges and attack inputs.

01 Find a resource

Toggle layers, choose a location, then zoom. Boxes start hidden to keep the map readable.

Build 6722 resource locations, world +Y at the top. Use the location selector or tab to a marker; left/right arrows cycle markers, Enter or Space selects.Healing Snack 1 · world elevation 32.92m · first 2:30+Chinatown Bell 1 · world elevation 63.47m · first 8:00VHealing Snack 2 · world elevation 29.26m · first 2:30+Healing Snack 3 · world elevation 28.24m · first 2:30+Healing Snack 4 · world elevation 34.14m · first 2:30+Healing Snack 5 · world elevation 36.58m · first 2:30+Healing Snack 6 · world elevation 34.14m · first 2:30+Healing Snack 7 · world elevation 29.67m · first 2:30+Healing Snack 8 · world elevation 24.38m · first 2:30+Healing Snack 9 · world elevation 27.64m · first 2:30+Healing Snack 10 · world elevation 21.13m · first 2:30+Healing Snack 11 · world elevation 25.2m · first 2:30+Healing Snack 12 · world elevation 16.26m · first 2:30+Healing Snack 13 · world elevation 25.2m · first 2:30+Healing Snack 14 · world elevation 27.79m · first 2:30+Healing Snack 15 · world elevation 17.88m · first 2:30+Healing Snack 16 · world elevation 32.51m · first 2:30+Healing Snack 17 · world elevation 32.51m · first 2:30+Healing Snack 18 · world elevation 24.99m · first 2:30+Healing Snack 19 · world elevation 31.7m · first 2:30+Healing Snack 20 · world elevation 26.82m · first 2:30+Healing Snack 21 · world elevation 38.2m · first 2:30+Healing Snack 22 · world elevation 30.07m · first 2:30+Healing Snack 23 · world elevation 25.2m · first 2:30+Healing Snack 24 · world elevation 22.76m · first 2:30+Healing Snack 25 · world elevation 36.58m · first 2:30+Healing Snack 26 · world elevation 31.19m · first 2:30+Healing Snack 27 · world elevation 31.19m · first 2:30+Healing Snack 28 · world elevation 18.29m · first 2:30+Mid Neutrals · world elevation -19.51m★Dock Camp · world elevation 7.34m · first 8:00LSlums Garage Down Camp · world elevation 6.5m · first 5:00MDock Authority Camp · world elevation 6.71m · first 2:00SPark Chapel Camp · world elevation 6.53m · first 5:00MPark Gate Camp · world elevation 6.5m · first 8:00LTheater Upstairs 2 Camp · world elevation 23.98m · first 5:00MPark Club Camp · world elevation 6.71m · first 2:00SConstruction Camp · world elevation 6.66m · first 5:00MSlums Garage Up Camp · world elevation 14.33m · first 8:00VBasketball Camp · world elevation 6.71m · first 8:00LSlums Bodega Down Camp · world elevation -3.25m · first 5:00MTheater Stage 1 Camp · world elevation 6.5m · first 8:00LTheater Balcony Camp · world elevation 25.6m · first 8:00VTheater Down Camp · world elevation -3.25m · first 5:00MHq 1 Camp · world elevation 6.71m · first 5:00MDrug Store Camp · world elevation 10.16m · first 8:00VNursery Downstairs Camp · world elevation 6.71m · first 5:00MChinatown Street Camp · world elevation 9.55m · first 8:00LSlums Warehouse Camp · world elevation 9.75m · first 8:00LHotel 1 Camp · world elevation 9.96m · first 8:00VChinatown Fish Neutrals · world elevation 10.31m · first 5:00MSlums Storage Camp · world elevation 9.75m · first 5:00MPark Library Roof Camp · world elevation 23.98m · first 5:00MHq Roof Camp · world elevation 23.77m · first 5:00MChinatown Bell 2 Camp · world elevation 18.42m · first 8:00LSw Bodega Upstairs Camp · world elevation 9.96m · first 2:00MNe Theater Upstairs Camp · world elevation 9.75m · first 2:00MPark Mansion Roof Camp · world elevation 25.4m · first 5:00MSlums Roof Camp · world elevation 27.64m · first 5:00MNw Utility South Neutrals · world elevation 9.75m · first 2:00SSe Utility Neutrals · world elevation 9.75m · first 2:00STheater Stage 2 Camp · world elevation 6.5m · first 5:00MChinatown Alley Camp · world elevation 9.55m · first 8:00LSlums Alley Camp · world elevation 6.3m · first 5:00MPark Library Vault · world elevation 6.71m · first 8:00VYork Radio Vault · world elevation 6.5m · first 8:00VDock Authority Vault · world elevation 6.71m · first 8:00VPark Club Vault · world elevation 6.71m · first 8:00VBridge powerup 1 · world elevation 23.16m · first 5:00BBridge powerup 2 · world elevation 23.16m · first 5:00BDept Store Camp · world elevation 6.5m · first 5:00MOracle Camp · world elevation 6.5m · first 5:00MNw Bank Camp · world elevation 16.46m · first 5:00MSw Asylum Camp · world elevation 9.55m · first 5:00MPlaza Rink 2 Camp · world elevation -1.12m · first 5:00MPlaza Corner Camp · world elevation 9.75m · first 8:00LPlaza Rink 03 Camp · world elevation 9.75m · first 8:00LPlaza Rink 1 Camp · world elevation -1.12m · first 2:00LRift candidate 1 · world elevation 10.67mRRift candidate 2 · world elevation 10.67mRTheater Lobby Camp · world elevation 11.38m · first 5:00MTheater Upstairs 1 Camp · world elevation 23.98m · first 5:00MPlaza Pit Vault1 · world elevation -0.81m · first 8:00VPlaza Pit Vault2 · world elevation -0.81m · first 8:00VHealing Snack 29 · world elevation 24.38m · first 2:30+Healing Snack 30 · world elevation 28.45m · first 2:30+Healing Snack 31 · world elevation 36.58m · first 2:30+Healing Snack 32 · world elevation 27.64m · first 2:30+Healing Snack 33 · world elevation 22.76m · first 2:30+Healing Snack 34 · world elevation 34.14m · first 2:30+Healing Snack 35 · world elevation 29.26m · first 2:30+Healing Snack 36 · world elevation 29.26m · first 2:30+

Current HUD artwork · build 6722 · +Y up. Markers flatten different floors; they are authored slots, not guaranteed active resources. Camp markers show controller origins, not every creature.

Resource layers

Select a marker for its timer, authored elevation and—where applicable—spawn tether. Zoom centres on that selection.

Healing Snacks are the hidden healing pickups—not an assumed extra “apple” layer. Rift pins are candidate sites, not two simultaneous Rifts. Vents and hazard boundaries are not mapped without a verified binding.

Map provenance & coordinate limits

This is a new snapshot of the build-6722 HUD texture, not the older public-CDN map or the saved-whiteboard reference. Its XY projection uses the two authored boundaries at ±10,752 world units; +Y is up. Contrast was adjusted without cropping or warping. Patrons, Walker placements, Rift candidates and Midboss were checked against this orientation.

The selected map inventory contains 52 camp controllers, 36 Healing Snack spawners, 662 fixed breakable slots, two bridge-buff spawners and two Rift candidate sites. Different floors overlap in this top-down projection. Camp origins are not every creature’s position; neither geometry nor a marker proves a reachable route or a guaranteed active object.

02 First clock → return interval

Normal-map defaults. A camp’s controller—not its creatures’ size—sets the timer.

Small camp

First
2:00
Full-clear return
1:25

Medium camp

First
5:00
Full-clear return
4:50

Large camp

First
8:00
Full-clear return
5:35

Sinner’s Sacrifice

First
8:00
Full-clear return
5:00

Finish the camp: the server starts the ordinary return clock when no linked creature remains alive. Small camp cleared at 4:10 → approximately 5:35. Leaving one behind does not start that clock.

Three early camp exceptions · timing/UI details
Map-controller overrides · authored
CampFirstReturn
Bodega upstairs2:005:00
Theater upstairs · NE2:005:00
Plaza rink · 012:005:00

Plaza rink 01 also overrides creature type. Nearby camp-timer display distance is 15m; it is not a tether. Midboss has a new topbar return timer.

Testing modes: Valve changed first crate/neutral spawns to 5s in Sandbox and Explore NYC, from 30s. Force-spawn tools and map toggles are not ordinary-match clocks.

Most boxes3:00 first · 3:00 return settingSome boxes first at 5:00 / 10:00; see groups below.
Healing Snacks2:30 first · 3:00 return settingFirst match clock corrected from gameplay feedback; not the authored spawn delay.
Bridge buffs5:00 first · 5:00 intervalGun / survival / casting / movement pool.
Unstable Rift11–13m first window · 7m scheduled stepExisting-objective gates can delay it; not 7m after capture.
Temporary Broker28–32m → 43–47m → 58–62m30m + n × 15m ±2m; exchange allowance, not proven item rerolls.
Broker, wave cadence & objective schedule exceptions

Broker first-stock overrides can replace the default. Corruption variations are shared across players. Valve says he leaves when the first new hero arrives; the announced first release is October 2. Street Brawl instead grants a Corrupted Item after Round 5’s item draft.

Lane waves use a default 30s interval, 25s strictly after 20m, then 20s strictly after 35m. Mode and experiment branches exist. The first-wave second is not established here.

Rift first-spawn centre: 12m ±1m; scheduled advancement: 7m. See the comeback guide for separately dated reward/capture models.

03 Compare a Haunt

Select the creature variant, not the camp tier. Shared base stats are separated from each family’s special attack. Unresolved types are not silently called Spirit damage.

Specimen · Medium

Times Square / blue lane
Base HP
322Authored, not scaled health
Base Souls
68Per creature, before sharing
AI target range
10.16mNot chase or maximum shot range
Spawn tether fallback
7.62mMap overrides: 3.30–16.51m

Ordinary attack inputs

Bullet damage / shot
6.125Bullet · pre-growth input
Melee damage / hit
24Melee · pre-growth input
Melee cooldown / radius
1s / 3.05m0.17s wind-up · 1.27m forward offset; applies only where melee is enabled
Weapon range field
12.70mWeapon setting, not a guaranteed AI cast distance

All selected sizes author +0.5% damage-growth per minute. Its complete damage-channel processing is not modeled here.

Death explosion

Base damage fields
75 explosion input
Damage type
UnresolvedConsumer not bound—do not assume Spirit
Radius / geometry
3.05m
Configured cooldown
On deathOn death · 3s debuff

Not a cooldown-based cast.

Attack source & limits

modifier_neutral_attack_explode_on_death

Authored inputs, not final damage. Cooldown is not a guaranteed AI rotation. Direct hit, DPS, aura radius and visual effect radius are different measurements.

Compare all nine special attacks · Medium variants
Medium creatures · pre-growth inputs · wood Barrel Mimic. Radius labels identify different geometry, not an interchangeable range.
FamilyDamage / typeRadiusCD
Specimen75 explosion inputUnresolved3.05mDeath
Past Dues20 impact input · 100 detonation inputUnresolved6.35m detonation aura20s
Gutter Ghouls5 impact input · 20 puddle DPSUnresolved2.54m20s
Barrel Mimics200 explosion inputUnresolvedNot explicitly authored15s
Stage Hands25 beam DPS · 60 trail DPSUnresolved1.02m trail aura20s
Festival Spirit66 impact inputUnresolved2.03m impact-effect radius20s
Crabbage Pots100 DPS inputMelee5.08m15s
Shrooms10 debuff DPSUnresolved0.76m individual aura20s
Underhands25 beam DPS · 60 trail DPSUnresolved1.02m trail aura20s

04 Souls over match time

The selected neutral reward stage uses +1.08% of base per whole minute. It is linear, not compounded. Camp totals depend on the actual linked creatures.

01002003000m10m20m30m40m

Base + base × 1.08% × whole match minutes, then truncate after binary32 arithmetic. Not compounded growth. The 0–40m chart is a view, not a game cap.

At 20:00 · before sharing

Small creature49 Souls
41 base · +8 at this minute
Medium creature82 Souls
68 base · +14 at this minute
Large creature220 Souls
181 base · +39 at this minute

These are per-creature rewards, not camp totals or player payouts. Sharing, comeback, drops and overrides remain separate.

05 Boxes & permanent buffs

Wooden crate

23 base +2 / minute input

60% configured drop chance.
Bullets, abilities, melee, dodge contact or slide.

Tough Crate

46 base +4 / minute input

100% configured drop chance.
One heavy melee; no cleave. Other listed break methods disabled.

Buff Container

10 bonus categories

50% configured drop chance.
Permanent stat additions. Stronger tiers at 10m and 30m.

Box amounts are authored pickup inputs; their exact clock/rounding consumer is not reconstructed here. They do not guarantee a successful roll or that exact final payout. Breaking a box is not an enemy damage source: cooldown, attack range and damage type are not applicable.

First-spawn groups · all return after 3:00
Authored fixed map slots · not active-object counts
First / returnCratesBuffsTough
Group 0: 3:00 / 3:0033814859
Group 1: 3:00 / 3:007740
Group 2: 10:00 / 3:00286
Group 3: 5:00 / 3:00668

The ordered spawn group, not a subclass’s 180s default, resolves ordinary first appearance. A default 0.5s performance spread staggers objects. Creature-created death breakables are not these recurring fixed slots. Bell props are excluded.

One pickup · three tiers

Authored bonus additions—not equivalent final damage, EHP or healing gains
StatBefore 10m10m tier30m tier
Spirit Power+2+3+4
Fire rate+1.5%+2%+2.5%
Ammo capacity+3%+5%+7%
Max health+15+20+30
Cooldown reduction+0.5%+0.75%+1%
Weapon damage+3%+4%+6%
Bullet Resist+0.5%+0.75%+1%
Spirit Resist+0.5%+0.75%+1%
Ability range+0.25%+0.5%+0.75%
Move speed+0.1 m/s+0.2 m/s+0.3 m/s
Weights, pickup lifetime & stacking

Max-health weight: 2. Range and speed: 0.5 each. Other categories: 1 each. Deck size: 3. These are selection weights, not independent drop percentages or a verified next-pickup algorithm.

Buff objects expire after 30s on the ground; small/big Soul pickups after 300s. Object lifetime, return interval and an acquired permanent bonus are different. Early range also authors +0.25% radius; later tiers list range only. See the mechanics guide for effect-pool and stacking boundaries. The new postgame permanent-buff graph shows what was actually collected.

06 Healing & noisy hotspots

Healing Snacks

10% max HP / 4s

Authored regeneration—not instant missing-HP healing. 36 spawners; 2:30 first (player-reported match clock) / 3:00 respawn setting. No ground expiration. Exact return trigger and heal interactions remain unverified.

Bell Tower / Sacrifices

8:00 first / 5:00 full-clear return

Vault damage and nearby box destruction ring the bell. Nearby four Tough Crates and two Buff Containers use 5:00 first / 3:00 return. The bonus minigame varies its timing.

Midboss

7:00 → 6:00 → 5:00 returns

First usable appearance is unverified. Initial-delay 0 and override −1 do not establish live availability. Use the new HUD timer; do not import an older patch’s opening time.

Vents, Sunken Plaza & Sacrifice input limits

Steam Vents

Official: invisibility and a small regeneration effect while standing on them. Exact healing rate, reveal grace, combat exceptions and map-volume bindings are unresolved; no invented cooldown or marker.

Sunken Plaza

Official: descending reduces outside sound and stamina. The two pit vault controllers use the Sacrifice timer class. Numeric drain and hazard boundaries remain unresolved.

Sacrifice authors 500 base HP, 155 base gold-reward input, a 1.08 per-minute percentage input and 80 retaliation-damage input. Its complete reward path and retaliation damage type are not bound here—do not treat these as total reward or guaranteed health loss. Minigame inputs: 3s base, 0.5s hit window, 1.65 fast-speed factor and 0.4 fast-chance input. These are not a fixed strike schedule.

07 Range is not one number

There is no single map-wide follow range. Spawn tether measures the creature’s position against its stored spawn reference—not your distance from it.

Plaza corner5.08m
Department store / Oracle5.59m
Default NPC tether7.62m
Bodega upstairs10.16m
Plaza rink / Theater upstairs 0115.24m

Shared scale: 0–16.51m. Positive map overrides: 3.30–16.51m. Ordinary fallback: 300 units = 7.62m. The map inspector shows each selected ordinary controller’s tether.

Conditional reset window · sight, targeting & geometry

The attacking-condition path has a conditional extra 120-unit (3.05m) window and additional predicates. It is not a universal chase extension or a guaranteed reset radius. Targets, state, paths, height and attacks still matter.

Do not substitute sight (normally 1,500 units / 38.1m), timer UI visibility (15m), AI target range, attack radius or the separate 20/30/50m camp-geometry settings. Aggro/sleep defaults of 5s each do not prove a universal 10s reset. Returning and sleeping are separate transitions.

08 Evidence & update scope

Official update + hashed build-6722 resources + selected server paths. Client/server 6722, revision 11057808. No current-build live-match or running-server validation.

Research method & remaining questions

The entire rendered update and additional notes were read. Read-only extraction covered scripts and all three map entity lumps. Selected clocks, neutral rewards and tether consumers were inspected in a separate hash-bound Ghidra project. No game or server was run for this study.

Snack timing correction: 2:30 first appearance comes from gameplay feedback, not an independently captured match. The 180s authored spawn delay remains in both the 6722 and checked 6742 data; it is not proof of a 3:00 first match-clock appearance. Runtime overrides and their active values still need validation. This correction does not shift other resource clocks.

Official describes Valve’s feature; authored describes configuration; reconstructed describes a bounded consumer. Unresolved damage types, defaults, healing interactions, path-dependent resets, overrides and experiment prevalence remain explicit. Website tests do not validate gameplay.

Selected Medic heal, Rejuvenator and reward-share settings match the earlier script snapshot; matching data does not revalidate combat/comeback code. Those guides retain their dated formula scope and highlight only the current scheduling/configuration check.

Public evidence note: curated fields, map provenance, hashes and consumer anchors ↗. Raw binaries, scripts, entities and decompiler bodies stay private.