IDC Games

NARAKA: BLADEPOINT · 2026-06-30

NARAKA: BLADEPOINT’s New Wanchu Map Emerges From the Sea on July 1

NARAKA: BLADEPOINT is expanding its battlefield with Wanchu, a new island map launching on July 1 PT as part of the game’s 5th Anniversary content. Rising from the sea and built around an amphibious combat concept, Wanchu is set to bring above-water movement, underwater encounters and a more unpred

NARAKA: BLADEPOINT is expanding its battlefield with Wanchu, a new island map launching on July 1 PT as part of the game’s 5th Anniversary content. Rising from the sea and built around an amphibious combat concept, Wanchu is set to bring above-water movement, underwater encounters and a more unpredictable type of map control to the battle royale.

The new cinematic showcase introduces the island through a deliberately strange expedition. As a producer explores the newly emerged landmass, bizarre events begin to unfold, pelicans demand “goodies,” and a separate conflict starts taking shape beneath the waves.

That contrast appears to define Wanchu’s identity. On the surface, the island is colourful, mysterious and almost playful. Beneath it, the map looks set to host a new kind of high-pressure combat space where mobility, water traversal and submerged melee encounters become central to survival.

Wanchu is NARAKA’s first amphibious battlefield

Wanchu is being presented by 24 Entertainment as NARAKA: BLADEPOINT’s first fully amphibious battlefield.

The map is not simply adding more water to the existing formula. Its central feature is the ability to move between land, the water’s surface and underwater spaces as part of the same match flow. That makes Wanchu a more substantial design shift than a conventional new map with a different visual theme.

Players will be able to glide across the surface, move beneath the waves and continue fighting during those transitions. The result should be a map where water is no longer only a route, obstacle or temporary place to hide. It becomes an active combat layer.

That has clear implications for rotations. Players who are caught in open terrain may be able to use water as an escape path, while squads controlling shorelines could face threats from directions that would not normally be possible on a land-focused map.

The island’s mystery extends below the waves

The cinematic trailer deliberately avoids explaining every detail about Wanchu’s strange setting.

Instead, it frames the island as a place where unusual events keep happening without warning. The producer’s journey across the newly risen landmass is interrupted by increasingly surreal encounters, while a separate battle unfolds underwater.

This gives Wanchu a different tone from a standard environmental showcase. The map is not only being sold through terrain, architecture or combat routes. It is being introduced as a location with its own secrets, strange inhabitants and a sense that the island may be more than it first appears.

The official material has not yet explained whether these events are purely cinematic flavour, tied to map-specific systems or connected to a wider story arc. Players should therefore avoid treating the trailer’s more unusual moments as confirmed gameplay mechanics until the full update notes are available.

Submerged combat could reshape pursuit and escape routes

Wanchu’s arrival coincides with NARAKA’s new Submerged Melee Combat system, also launching on July 1 PT.

That system allows players to move fluidly between the water’s surface and underwater areas while continuing to fight. Rather than forcing combat to pause when players enter the sea, NARAKA is extending its signature melee-driven movement into a new vertical layer.

For Wanchu, this could be the map’s defining gameplay feature.

A chase that starts across a beach or riverbank may continue beneath the water. A player escaping from a losing fight could dive under the surface and try to reposition before re-emerging somewhere unexpected. At the same time, opponents will no longer be able to assume that entering water means a target is disengaging.

The balance will depend on factors such as underwater visibility, movement speed, stamina costs and how effectively players can track enemies below the surface. But conceptually, Wanchu should create more dynamic engagements than a standard terrain update.

A new map built around verticality, movement and uncertainty

NARAKA: BLADEPOINT already relies heavily on movement mastery. Grappling hooks, climbing, dashes and weapon mobility create a battlefield where strong positioning is rarely permanent.

Wanchu appears designed to push that philosophy further.

The addition of water-based routes and underwater fights could make controlling a location more difficult, especially in areas where players can approach from multiple elevations and transition between open water and concealed submerged spaces.

That should create more opportunities for ambushes, flanks and late-game surprises. A squad holding high ground may still have a positional advantage, but it may need to pay more attention to nearby water routes than on previous maps.

For experienced players, Wanchu could become another mechanical test: success may depend not only on weapon timing and vertical movement, but on knowing when to stay above the surface and when to disappear beneath it.

Wanchu arrives with NARAKA’s 5th Anniversary update

The July 1 PT launch places Wanchu at the centre of NARAKA: BLADEPOINT’s current 5th Anniversary rollout.

The anniversary update is already introducing new systems, including Submerged Melee Combat, and Wanchu is the map where that concept is likely to matter most. Its amphibious structure gives the new combat mechanics a dedicated environment instead of treating them as a side feature attached to older battlefields.

The strongest question now is how much of the island’s cinematic mystery will translate into live matches. The trailer establishes its atmosphere well, but full details on loot zones, major landmarks, map-specific interactions and competitive integration will determine how quickly Wanchu becomes part of the regular rotation.

For now, the core promise is clear: Wanchu is not just a new place to fight. It is a new way to move through NARAKA: BLADEPOINT’s world.

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