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Daybreak Updates (New Map Update)
Daybreak Updates (New Map Update)

Daybreak Updates (New Map Update)

The Daybreak is coming- learn more about Predecessor's new map!

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Summary
This is a living article. We will update it frequently with the latest information on the new map.

Version 2.0

Hello again, Champions!

Daybreak V1 has been thoroughly tested, and we couldn’t be more grateful for your participation and feedback. It was invaluable to see you interact with the new map, a tangible step into the future of Predecessor, both on the backend (where we’ve been tracking behaviour through our data) and across our social channels as you shared your thoughts.

Daybreak V2 is almost here. We’ve been hard at work to deliver the next version as quickly as possible - and, more importantly, to get it back into your hands for further testing.

We’re happy to confirm that Daybreak V2 arrives next Tuesday, March 10th, alongside the first of two V1.12 balance patches.

Now, let’s break down what you can expect in Daybreak V2.

Jungle balance

The Jungle has been one of the most discussed areas (and roles) on Daybreak. It’s hard to make meaningful changes to the map without addressing it, so we’re making a targeted rebalance: to account for the longer travel distances, jungle camps will be slightly less durable.

Exact values will be included in the patch notes later this week. Please note: this change is specific to Daybreak, it will not affect camps on Sanctuary in Standard or Ranked.

Jungle layout

Jungle layout was another highly discussed topic in V1. Many players felt the Jungle was complicated to navigate and a little too open, making it easier for laners to see into it and interfere more than intended.

Based on your feedback, we’ve rearranged portions of the Jungle to improve flow and make it harder for laners to look into the Jungle without risk.


Offlane changes

We saw a lot of feedback around Offlane - specifically that it felt exposed and somewhat squeezed compared to other lanes. We’re confident this lane will continue to be iterated on in future versions, but for V2 we’ve widened the lane and added bushes (more on those below) to change the feel of it.

Orb Arena adjustments

While we’re on layout changes, we’ve also adjusted the size of the Orb arena. Many of you enjoyed the more “stadium-like” feel of the pits, and we want to keep that identity, but we’ve opted to make them slightly smaller to support the Jungle changes.

We’ve also improved entry options to better “democratize” access, so it’s not just high-mobility Heroes who have multiple viable ways in.

Additions

You also asked for more flora - and while the decorative foliage you’re looking for won’t be in this version of the map, we heard you loud and clear.

That being said, we’ve still got three new plant types to introduce:

Gold plants

You know them, you love them: Gold plants are coming to Daybreak. Attack them to earn extra gold.

Speed plants

Some of you were in favour of a speed boost on Daybreak, while others weren’t so sure. Since this is a test, we’re introducing a tactical speed option: something you can choose to claim if it fits your plan - but it won’t last long enough to become overly abusable.

They work similarly to Gold plants: attack them to grant +50% Movement Speed to all allies within 1000u for 5 seconds.

Bushes

It’s a bush. You can hide in it. You can ambush from it. It can be your best friend, or the reason for your demise.

Bushes serve a similar purpose to Shadow Pools, with a few key differences. We believe they read more clearly: most players will recognise them as a hiding place instantly. They also fit better with the game’s overall aesthetic, and we think they’ll continue to fit in visually as Daybreak’s art direction becomes more finalised.

Much like the rest of the map, the look of bushes is still WIP and subject to change as the map’s visuals are further refined.

We’ve placed them in strategic locations across the map. use with caution.

With their introduction, Shadow Pools will be removed from the map.

We can’t wait to see how your experience changes on Daybreak in V2. You already shaped the map through your V1 feedback, and we feel miles ahead of where we were just a few weeks ago thanks to your input. We hope the improvements are immediately noticeable when V2 launches next week - and know that we’re not stopping here. The journey to Daybreak’s final form continues! Needless to say, your feedback on this version of Daybreak will be as important as ever - -and just as appreciated. We’d love for you to take part in the discussions on our social channels and share your thoughts, so we can continue improving the map in the already planned V3.


Daybreak V2 will be available for testing starting March 10th, for 7 days.



Version 1.0

Hello Champions,

Today is a very exciting day - we’re very excited to announce that a work-in-progress version of Daybreak, the new map, will be available for a very limited time in V1.12, launching February 24th, and it will be playable for 7 days only!

Today, we want to share a glimpse of it with you so you know what you can expect from it before you play - and tell you more about what will happen after you do.

What to expect

A new map is probably the single most awaited feature in Predecessor - and for years, questions about it have appeared on our social channels almost daily. It’s been a long time coming.

Behind the scenes, we’ve been hard at work, moving through multiple iterations, some of which made it to different stages of testing. Our goal has always been to create a match experience we’re excited to keep developing, and one that you, the community, genuinely enjoy playing.

Daybreak is something we’re incredibly excited about, and we can’t wait to see what you think.


Ultimately, we want to create the definitive Predecessor arena: one that respects its roots and the genre, feels good to play on, and improves alongside you, with your feedback shaping what comes next.

While this isn’t anything like the final product, we’re really excited to open it up to a wider pool of players so that, with your help, we can keep improving it. Your voice is important here, and we want you to have your say before we go too far on visual polish, so we don’t spend time refining things that might change or be removed later.

The development so far

As we mentioned, Daybreak has already gone through several iterations. We’ve experimented with a wide range of elements - verticality, spacing, scale, jungle layout, camp placement, and more, and we’ve also applied learnings from publicly released modes and features. Legacy, ARAM, and World Shifts have been invaluable, providing data that helped us narrow our direction.

We’ve also playtested a lot: internally with other members of the dev team, and then at least once a week with external playtesting groups.

We’re excited to put it in your hands and hear what you think. If Daybreak proves successful, and once we’ve had time to address community feedback, it will receive its own LABS mode,with the potential to one day fully replace the default Twilight map.


From our side, one of the biggest goals with this map is to make it a better fit for the Predecessor of today. When the Twilight map launched alongside the game in Early Access, Predecessor was in a very different place - with different systems and a different roster of Heroes.

The game has grown a lot since then. We’ve introduced new Heroes who need more breathing room to really make their kits shine, and space for others to counter them. We’ve also added objectives over time that bring exciting gameplay impact, but can make Twilight feel a little cramped. And looking ahead, there are future features we’d love to explore that, for various reasons, just aren’t feasible on Twilight.

There’s also a technical layer - building something and drawing on the knowledge and experience of our team, will result in fewer technical issues and our ability to resolve them when they do appear.

On top of that, there’s the thrill of discovery that we wish all of you could experience again. Many of you know Twilight inside and out, so it’s time to put your skills to the test when the ground beneath you isn’t quite as familiar. It’s a whole new frontier to be mastered.

We also aimed for the map to be easier to read and understand. For example, we’ve been rethinking fog walls and the impact they have on a match. In this experimental take, we’ve decided to replace them with carefully placed walls… and doors.

You’ll be able to take a strategic peek without committing to pushing into the jungle just to see beyond the curtain. In turn, players may discover new hiding spots - and use doors skilfully for ambushes. Careful placement of wards has never been more important! We think this change has really exciting potential, and we can’t wait to see what you think!

Let’s address the Grux in the room: were we inspired by the Legacy (aka Agora) map?

Yes - we took inspiration from Legacy (among other things), particularly when it comes to verticality and the way the jungle weaves its passages beneath the lanes. We also took inspiration from Shadow Pools, which have been a fun addition, if ARAM is anything to go by, they’ve been working really well there. Players familiar with Legacy (or Agora) may notice some comforting references and winks, but as we’ve said before, there were aspects of that map that didn’t translate well to Predecessor. Our aim is to capture a taste of nostalgia while avoiding what didn’t work - and make something distinctly our own.

What makes it unique

We’re especially excited to see how you feel about the laning phase, because we think that’s where you’ll feel the biggest quality shift. We’re hoping the Daybreak map helps the lane experience flow better, with more room for action when you choose to engage.

We’re also curious to hear how you feel about the map’s shape. It’s much more oblong than Twilight, which impacts the placement of objectives as well as pathing. Hopefully, you’ll find it less crowded and still easy to traverse, without spending your entire time doing just that.

The map’s aesthetic is the one area that will remain unfinished for now. That final art pass is something we’ll fully commit to once the rest of the map is more finalized than it will be during this playtest. That said, the direction is clear: we’re imagining our own version of something that might feel faintly familiar here on Earth - but with an unmistakably otherworldly, sci-fi twist. You might see trees, landscaping, structures… but not quite as you know them.

While you won’t see it in this playtest, we’re aiming for the final version of the map to be something truly special visually - an update that feels modern, striking, and worthy of Predecessor in 2026.

This was just an introduction - and this is definitely something you’ll want to experience for yourself.

Community Contribution

Your experience is the most important part here.

Creating a new map is a huge undertaking, and as a smaller studio with limited resources, it’s crucial that we get it right. We’re committed to making the best map possible, but to do so, we need your input. Your feedback will be essential in shaping how the map develops, and its evolution will depend on what you, the community, think.

That’s why we’ve decided to share the map with you so early, in its relatively raw stage, before we fully commit to certain aspects of it.

How can you make your voice heard?

There will be in-game surveys that will pop up after each match on the map, and also more surveys done outside of the game at certain points in time. Additionally, we’ll have daily feedback threads on both our Discord server and subreddit for those who wish to expand on their thoughts beyond the surveys. We’ll also be asking different questions each day, so be sure to tune in for every one and let your thoughts be known! Your feedback will go directly to the game design team and play a key role in their decision-making as they shape the map's future.

The early access Daybreak Map test begins with the launch of the next update on February 24th. The Daybreak map will be available as part of Pred: Labs for one week only. After the test ends, the map will be taken offline so we can continue development based on match data and your feedback.



We hope you’re excited, Champions - we certainly are!

Omeda Studios Team