Official map / Source verified

Deep Sea

Deep Sea was added in update 3.6.0. Its field file prioritizes brightness, edge contrast, and height changes while exact spots await manual verification.

General blue-toned gameplay reference used to explain brightness and outline checks
Gameplay reference image; not a guaranteed current room layout.
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Quick answer

How to approach the Deep Sea map

Deep Sea is a source-confirmed official map. Learn its room boundaries and sightlines first, then verify any exact hiding spot against the current build before relying on it.

Official patch evidence

What the update confirms

Confirmed as a new map in update 3.6.0.

Added on August 7, 2026; a later fix addressed an out-of-bounds issue on the map.

Checked against
Game 4.0.0
Review status
needs review
Reviewer
Official patch notes checked; exact spots pending

First-round worksheet

Scout this map without inventing facts

The checklist is editorial guidance. It deliberately avoids claiming exact hiding spots that have not been verified on the current patch.

  1. Separate dark edges from blue-green midtones before choosing paint values.
  2. Check the body outline against rocks, props, and height changes from the Seeker's likely approach.
  3. Avoid out-of-bounds or collision-dependent positions even if an older clip shows them working.

Round plan

Hider and Seeker routes

Use these as repeatable checks, not as guaranteed coordinates.

Hider

Build a believable position

  1. Map the stable room geometry before relying on any individual prop.
  2. Choose a position that breaks up the body outline from the main approach angle.
  3. Re-test the paint value and pose after lighting, layout, or patch changes.
Seeker

Clear without doubling back

  1. Clear open sightlines and entrances before moving into dense prop clusters.
  2. Sweep each room in a fixed direction and communicate the last cleared boundary.
  3. Change height and approach angle before marking a visually complex area clear.

Visual scouting examples

What to inspect before you freeze

These gameplay references demonstrate transferable checks; they are not presented as a guaranteed Deep Sea room layout.

General blue-toned gameplay reference used to explain brightness and outline checks
Start with the field reference and identify the main approach angle.
Painted character using wall texture and pose to reduce its outline
Check shape and pose as carefully as color; a clean limb outline gives the position away.
Seeker view showing open floor, corners, and vertical sightlines
Clear open floor, entrances, corners, and height changes in a fixed order.

Search questions

Deep Sea map FAQ

Is Deep Sea an official Meccha Chameleon map?

Confirmed as a new map in update 3.6.0.

Are the Deep Sea spots on this page guaranteed?

No. The guide separates official patch facts from an editorial scouting method. Prop-level positions remain provisional unless the page explicitly marks them verified on the current build.

Source trail

Verify before sharing