Blackmaw Hold Is Shaping Up to Be Bigger Than Blackrock Depths — and It Probably Won't Have a Map
There are phrases game developers should know better than to say out loud. On Episode 3 of the official WoW: Forever Podcast, released October 8 alongside the beta's largest update yet, senior game designer Rowan Ryder said one of them: Blackmaw Hold is probably physically larger than Blackrock Depths.

Original editorial illustration by RealmList, generated for this article. This is artwork, not game footage or official promotional material.
The episode — host Countdown To Classic, guest Hammerdance, and designers Josh "Aggrend" Greenfield, Jay Hartman and Rowan Ryder — was billed as a conversation about dungeon levelling and questing. It ended up being the clearest statement yet of how Forever thinks about dungeon space, delivered the same afternoon the October 8 build buffed dungeon experience. It also landed a day before Holly Longdale and Clay Stone took the PAX Aus keynote stage in Melbourne for a scheduled new-dungeon deep dive; at the time of writing no full transcript of that presentation has been published, so the podcast remains the best primary record of Blizzard's dungeon thinking this week.
What "bigger than BRD" actually means
The comparison comes with a caveat worth stating first: Ryder was talking about physical footprint, not promising more bosses, quests or mandatory corridors than Blackrock Depths. Even with that limit, the claim is aggressive. BRD is the dungeon Classic players measure everything against — a prison, a city, a bar, an arena and a royal seat welded together under a volcano, where you could take different routes, miss entire wings and keep coming back before the layout made sense.
Ryder's description of Blackmaw Hold aims squarely at that feeling:
- Substantial verticality and a non-linear layout, with plenty of secrets hidden through the instance.
- Occupied by corrupted furbolgs and demons, fighting a corruption that runs through the hold.
- The tunnels under the hold run deep into the mountain — in the official dungeon list, they are described as hinting toward the Barrow Deeps raid.
- Designed as high-level content that should feel comfortable at level 60, though players can apparently enter somewhat earlier than that.
- The team expects a group to experience the complete dungeon in one long session — Ryder's own caveat being that you may still not finish every quest in that run.
That last point is the lesson Blizzard appears to have taken from BRD itself. Blackrock Depths spanned such a wide level band and so many objectives that finishing everything in one sensible visit was nearly impossible. Blackmaw Hold is being built around a tighter level band — the beta's dungeon list puts it at 55–60, the last dungeon before the raids — so that "enormous" does not also mean "unfinishable".
One more distinction matters. Ryder specifically said the team did not set out to build a modern-style "megadungeon". The hold simply became enormous during development. That is a philosophical line, not a semantic one: modern megadungeons are curated gauntlets, while BRD was a place that happened to be the size of a small city. Forever's whole dungeon pitch — nine new instances plus every Classic dungeon returning, with boss-specific drops reworked to blue quality — has been about recovering that sense of place.
Where it is: the gate that never opened
Blackmaw Hold sits in Azshara, using the area behind a long-sealed entrance near the Timbermaw tunnel network. Vanilla was full of doors like that — visible, reachable, permanently locked. Forever's pattern so far has been to put something substantial behind them: Alcaz Prison finally opens after twenty years, the furbolg gate in Azshara finally leads somewhere.
None of this is testable yet. Blackmaw Hold is not in the level-30 beta, which means Blizzard is deliberately preserving some of its largest surprises for the finished game. Given that the team has gone to unusual lengths to hide roughly 12,500 items from dataminers, keeping the biggest dungeon out of the test client is consistent with the rest of the secrecy campaign.
And you probably won't get a map
The same podcast produced the second half of this story. Senior game designer Jay Hartman said Forever will "probably" not ship dungeon maps, because the team wants dungeons to feel like exploration rather than a solved shortest-route run: if an instance map exists, the optimal path is solved on day one and every run after that is the same sprint.
Two honesty notes belong next to that. First, "probably" is not a promise — Hartman's own framing left room for change, and beta feedback can still move it. Second, nobody knows yet whether map addons will be blocked on the Modern client API Forever runs on, so planning your November around "an addon will handle it" is speculative.
The no-map stance only works if dungeons reward being learned rather than being rushed, and the XP changes of the past week are the other half of that equation. The October 1 build cut dungeon quest bonus XP by half; the October 8 build raised dungeon kill XP by roughly 20% and reverted the party-XP calculation to per-player Classic Era rules. Greenfield has said that with good play, dungeon levelling should come close to the best questing speed. In other words: Blizzard wants you in these spaces repeatedly, getting lost in them, not running them once for the quest checkbox.
That combination — bigger than BRD, one-session completable, no map, XP tuned so that running it again is worthwhile — is the most concrete answer yet to the question this project has been quietly testing since announcement: can a 2006-style dungeon survive in 2026 without being sanded down into a corridor?
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