MOGGED map and locations
Five places carry the whole game: shop at MaxMart by day, cross the yard, raid the generated frat house, get home before 5AM, then turn the haul into money.

Every location in the game
MOGGED: Looksmaxx or Die is built around five named places. Three are safe-ish, one is the target, and one is underneath it.
| Location | Role | Official description |
|---|---|---|
| Apartment | Base | "Your safe space" — storage, equipment, selling |
| MaxMart | Shop | Skincare, groceries, household supplies, bananas, pineapples, and several items that probably should not be combined |
| The Yard | Transit | A forest road connecting civilisation to the frat house |
| Frat House | The raid | Your primary source of looksmaxxing contraband |
| Basement Lab | Production | Your pharmaceutical headquarters |

Apartment: where the run is stored
Everything you extract has to become something here. The apartment holds your equipment, your stash and your pockets — the screenshots show a POCKETS · 3 ITEMS limit next to a separate stash, with SELL ALL and BUY GEAR as the two ends of the loop.
It is also where the room upgrades live: gear designed to protect your aura and manage your cortisol, and enough of it that the room becomes difficult to explain to a landlord.
MaxMart: the daytime shop
The store page plays MaxMart as the responsible end of the softmaxx routine. It sells the ordinary stuff — skincare, groceries, household supplies — and then lists bananas, pineapples and "several items that probably should not be combined", which is the game telling you in the copy that crafting is going to be a bit improvised.
Go in daylight. The night belongs to the house.
The Yard: the road between the two halves
A forest road linking civilisation to the frat house, and the official description draws the line for you: scenic by day, a terrible place to be ugly after dark. It is the commute, and it is also the one stretch of the map where you are outside, exposed, and between the shop and the objective.

Frat House: the extraction level
The house is a randomly generated party level, which means learnable rules rather than learnable walls.
What the official copy promises about it:
- Blend into the party and mog the guests.
- Steal anything that might raise the group average.
- Whatever is inside has standards — it hunts the ugliest player it can find.
- The basement elevator goes down forever, so count your steps or do not come back.
That last line is the only navigational hint the developers have given about the basement, and it is deliberately a warning rather than a map.
Basement Lab: the production room
Down the elevator, the house turns into a factory. The official description is unusually direct: mix groceries with research chemicals, test experimental doses on friends, write the effects on the label and sell the batch to somebody with even worse judgment. It also mentions grinding a friend into a high-quality ingredient, and keeping a fire extinguisher nearby.
The filing screen visible in official screenshots (File a new product) asks for a product name and a list of known side effects, which is how the lab's output reaches the money loop.
How the five connect
| Direction | Route |
|---|---|
| Buy | Apartment → MaxMart (day) |
| Raid | Apartment → The Yard → Frat House (night) |
| Bank | Frat House → The Yard → Apartment before 5AM |
| Produce | Apartment → Basement Lab → sell |
| Repeat | The quota goes up, and so does the rent line |
Next steps
- The route only matters if you know the loop.
- Money before maps: see the beginner guide for the first three days.




