$14.99Map Map - A Game About Maps Draw the map yourself
You are the cartographer for a small crew hunting a legendary treasure. You wander hand-drawn islands, count steps, take compass bearings, and pencil ruins and hideouts onto a mostly blank map. It is slow, gentle work that rewards looking closely.
Is Map Map - A Game About Maps worth it?
Map Map - A Game About Maps is worth it if…
- you like slow, careful exploring at your own pace
- you enjoy measuring, triangulating, and penciling in maps
- you want a cute, hand-drawn trip with light puzzles
- you like finding ruins, wildlife, and small hidden details
Screenshots
Drawing the map yourself
Each island starts as little more than a coastline. You walk it, note a ruin or a strange rock, then mark it on paper with dividers, flags, and pencil lines. Later tools add a telescope, compass, and sextant for measuring distance, direction, and height, so triangulation gets easier as you go. Getting a mark spot-on with one careful guess has a quiet satisfaction that brute-forcing never quite gives. Take your time and fill in the details just because it looks nice.
A slow treasure hunt with company
You travel island to island with a crew of adventurers who camp with you and send you looking for places in the landscape. The through-line is a search for clues toward hidden treasure, found by spotting graffiti maps on walls and stones and following where they point. The islands hold ancient ruins, wildlife, hidden paths, and small cozy details for curious walkers. The writing is light and childlike, which keeps the whole trip relaxed and family friendly.
How does it play moment to moment?
Do you actually draw on the map?
Yes. The map is mostly empty apart from the shoreline, and you add landmarks, lines, circles, and stickers as you measure. You can solve a task with two quick marks or spend an hour filling in every path and ruin for the pleasure of it.
What tools do you get?
You start by counting steps and using dividers, then unlock flags, a telescope, a compass, and a sextant. Each one gives a new way to judge distance, direction, or height, so later islands allow more confident cross-checking between known points.
How hard are the puzzles?
Early islands are simple shoreline walks. Later ones add blank areas, vertical ground, and limited sightlines, so placing even a large landmark can take real thought. There is no harsh penalty for a wrong guess, which keeps it low-pressure if you miss.

















