Lucid Cats: How to Find the Exit Door

The exit in Lucid Cats is a door with a Wake Up prompt. Indoors, you can usually narrow down where it is from the map before you walk every room. On the outside maps it only spawns in a few spots, and two of them are covered here.

The short version: every room type has a set number of doors. If the map shows fewer rooms attached to a room than it has doors, the missing one is a likely exit. Walk up and look for the Wake Up prompt, because a barricade can spawn in the same spot. Outside, check the Houses rooms and, on the Snow map, the snow slope room. All of this was true as of patch 1.2, and room generation may change in later updates.

How many doors each room has

The door you came in through counts as one of these.

Room typeDoors
Closet_1 (the green Closet_ on the Orange map has 3)
Hallway or corridor, such as Sides_2
Any other room3 or 4

Any of those doors can roll as the exit. Count the rooms the map shows attached to the room you are checking. If there are fewer rooms than doors, one door leads somewhere the map does not show, and that is the spot to check.

Spotting a missing room on the map

On the map below, you are in Hall_1, and one end of the hall joins an unexplored room marked ?. Step inside and the HUD names it: Sides_0. Sides_ rooms are corridors, so this one has two doors. One door leads back to the hall you came from, and the map shows no other room attached.

Lucid Cats map with the player in Hall_1 and an unexplored room marked ? joined to one end of the hall, with no other room attached to it

Because no room spawned behind the second door, the exit was the likely thing to find there, and it was. The Wake Up door is waiting at the end of the corridor, so you find the exit faster than by searching every room.

The exit door in the corner of a brick-walled room, with Sides_0 on the HUD and the Wake Up prompt showing

Orange map (slide and train)

You can recognise the Orange map by its slide and train. It has two separate rooms both named Closet_, and the green one has three door spawns, not a single door. Count it like a normal room so you do not write it off.

In the screenshot below, the exit sits right inside the green Closet_ (Closet_1).

The exit door inside Closet_1 on the Orange map, a room with greenish walls, with the Wake Up prompt showing

Barricades: how to check a door

Sometimes the door in a likely spot is barricaded, a dead end that can spawn wherever a normal room or exit could. This is common, and the map cannot tell a barricade from the exit, so walk up to the door and look for the Wake Up prompt.

Boards alone do not rule a door out. A barricaded door has spawned over a Wake Up door before, and in the screenshot below the Wake Up prompt still shows on the boards.

A door boarded up with planks in Stairs_2 that still shows the Wake Up prompt

Sand Pit_

The Sand Pit_ room has three doors that can lead into other rooms. They are usually barricaded, but not always, so check each one for the Wake Up prompt whenever you pass through.

The three doors along one wall of Sand Pit_0, with the edge of the sand pit in the corner

Outside maps (Day, Night, Snow)

Out here there are no rooms to count around. The exit is a tall black doorway standing in the open, in one of a handful of set spots. Two of them are below.

Houses

The Houses rooms (the HUD shows Houses or Houses_1) turn up on the outside maps. They are long, with houses on each side, and the exit door can only spawn a good distance along the room. The screenshots below show it on a Day map and on the Snow map, so keep walking until you see it.

A tall black exit door standing on the grass of a Houses room on a daytime outside map, with brick houses around it

The exit door far ahead across the snow in Houses_1, with a house roof on the left

Snow slope room

The snow slope room only spawns on the Snow map, and the exit stands beside the raised slope.

The exit door beside the raised snow slope on the Snow map, with the Wake Up prompt showing

Late nights and multiplayer

On later nights the walk to the exit gets long. From night 15 onwards, making the exit your first job when a night starts gives more consistent runs over a long playthrough. In multiplayer this matters less, since splitting up finds the exit quickly.