# The Playzone

**The Playzone**, also known as "The Circle", is the area where players must remain during the game.
If outside of the playzone, players take damage every second. This forces players closer to each other as the game progresses in order to speed up the game.

On the map, areas outside the playzone are overlaid with blue color by default. Before the playzone starts shrinking, the new location of it is marked as a white circle. As the playzone moves, its size and center's location change at a constant rate until it meets the white circle.

All playzone / circle timings listed below are for the PC version of the game.

# Maps

## Erangel

The time between entering the plane and being able to jump is about 10 seconds.

The time between entering the plane and seeing the first circle is **120 seconds (2 minutes)**.

Timings for each circle are below (circle size may be off by up to 10 meters).^{[1]}^{[2]}^{[3]}

*Note: Statistics pulled from http://battlegrounds.party/circle*

Circle | Delay | Time until blue circle starts to shrink | White circle diameter | Shrink rate | Damage per second (without distance variation) | Time until blue meets white | Total duration |
---|---|---|---|---|---|---|---|

1 | 120 seconds | 300 seconds (5 minutes) | 4564.7m | 22.8 m/s | 0.4% | 12 minutes | 12 minutes |

2 | 0 seconds | 200 seconds (3 minutes 20 seconds) | 2967.1m | 11.4 m/s | 0.6% | 5 minutes and 40 seconds | 17 minutes and 40 seconds |

3 | 0 seconds | 150 seconds | 1483.5m | 16.5 m/s | 0.8% | 4 minutes | 21 minutes and 40 seconds |

4 | 0 seconds | 120 seconds | 741.8m | 12.4 m/s | 1% | 3 minutes | 24 minutes and 40 seconds |

5 | 0 seconds | 120 seconds | 370.9m | 9.3 m/s | 3% | 2 minutes and 40 seconds | 27 minutes and 20 seconds |

6 | 0 seconds | 90 seconds | 185.4m | 6.2 m/s | 5% | 2 minutes | 29 minutes and 20 seconds |

7 | 0 seconds | 90 seconds | 92.7m | 3.1 m/s | 7% | 2 minutes | 31 minutes and 20 seconds |

8 | 0 seconds | 60 seconds | 46.4m | 1.5 m/s | 9% | 1 minute and 30 seconds | 32 minutes and 50 seconds |

When the blue circle meets the final circle 8, 180 seconds (3 minutes) will pass before a 15 second countdown begins until the circle begins to shrink to nothing. Damage during the final phase of the circle shrinking to nothing is **11%.**

As of 10/23/17, circle damage and survival times are not fixed, but variable based on distance. Circle got buffed and each circle after the first now does more damage the further outside the playzone you are.

### More Info

#### Reviving Teammates

Circle 6-8, do not help your downed mates outside the play area. Circle 5, you can survive for 2 ticks after being helped up, so you'd have to be close to to entering the circle. Circle 4, you can survive for 5 seconds - the player helping you will take 10% damage while helping you. Circle 1-4, help your buddies.

#### Misc

Damage ticks are sent to every player at the same time. (The first tick can happen anywhere from 0-1.) Every circle ticks damage each second. There's not a 9th circle, once the 8th circle hits the white circle - it simply pauses and then closes down completely. (Damage and everything is the same.) The 6th circle is the last circle where you can heal and run in. To win in the last circle if you can't see the last enemy, take a hit of damage from the circle, and pre-use your med kit 2 seconds before the last circle hits you.

## Miramar

*Note: Statistics pulled from http://battlegrounds.party/circle*

Circle | Delay | Time until blue circle starts to shrink | White circle diameter | Shrink rate | Damage per second (without distance variation) | Time until blue meets white | Total duration |
---|---|---|---|---|---|---|---|

1 | 120 seconds | 300 seconds (5 minutes) | 4564.7m | 22.8 m/s | 0.4% | 12 minutes | 12 minutes |

2 | 0 seconds | 200 seconds (3 minutes 20 seconds) | 2967.1m | 11.4 m/s | 0.6% | 5 minutes and 40 seconds | 17 minutes and 40 seconds |

3 | 0 seconds | 150 seconds | 1483.5m | 16.5 m/s | 0.8% | 4 minutes | 21 minutes and 40 seconds |

4 | 0 seconds | 120 seconds | 741.8m | 12.4 m/s | 1% | 3 minutes | 24 minutes and 40 seconds |

5 | 0 seconds | 120 seconds | 370.9m | 9.3 m/s | 3% | 2 minutes and 40 seconds | 27 minutes and 20 seconds |

6 | 0 seconds | 90 seconds | 185.4m | 6.2 m/s | 5% | 2 minutes | 29 minutes and 20 seconds |

7 | 0 seconds | 90 seconds | 92.7m | 3.1 m/s | 7% | 2 minutes | 31 minutes and 20 seconds |

8 | 0 seconds | 60 seconds | 46.4m | 1.5 m/s | 9% | 1 minute and 30 seconds | 32 minutes and 50 seconds |

## Sanhok

*Note: Statistics pulled from http://battlegrounds.party/circle*

Sanhok is the first map where BATTLEGROUNDS implemented a dynamic circle. This dynamic circle sees how many players are alive then will calculate if the blue zone should move faster or slower throughout the match.

Circle | Delay | Time until blue circle starts to shrink | White circle diameter | Shrink rate | Damage per second (without distance variation) | Time until blue meets white | Total duration |
---|---|---|---|---|---|---|---|

1 | 90 seconds | 120 seconds | 2855.1m | 11.9 m/s | 0.4% | 7 minutes and 30 seconds | 7 minutes and 30 seconds |

2 | 0 seconds | 120 seconds | 1998.6m | 7.1 m/s | 0.6% | 4 minutes | 11 minutes and 30 seconds |

3 | 0 seconds | 90 seconds | 1199.1m | 6.7 m/s | 0.8% | 3 minutes and 30 seconds | 15 minutes |

4 | 0 seconds | 45 seconds | 599.6m | 5 m/s | 1% | 3 minutes | 18 minutes |

5 | 0 seconds | 1 minute and 30 seconds | 299.8m | 5 m/s | 3% | 1 minute and 45 seconds | 19 minutes and 45 seconds |

6 | 0 seconds | 45 seconds | 149.9m | 2.5 m/s | 5% | 1 minute and 45 seconds | 21 minutes and 30 seconds |

7 | 0 seconds | 45 seconds | 74.9m | 1.9 m/s | 7% | 1 minute and 25 seconds | 22 minutes and 55 seconds |

8 | 0 seconds | 30 seconds | 37.5m | 0.9 m/s | 9% | 1 minute and 25 seconds | 24 minutes and 20 seconds |

## Dynamic Blue Zone - Update history

**Update #58 (Season 14 - Update 14.2)**

- The Dynamic Blue Zone function operates according to the number of survivors per phase in certain maps. A guiding message will be displayed so that players can be aware of it.
- Maps: Sanhok, Karakin
- Dynamic Bluezone Activation Conditions
- 2nd Phase: Activated when there are less than 30 survivors
- 3rd Phase: Activated when there are less than 18 survivors
- 4th Phase: Activated when there are less than 10 survivors
- 5th Phase: Activated when there are less than 3 survivors
- 6th Phase: Activated when there are less than 3 survivors

- The following message will be displayed
- The Blue Zone delay has been reduced because of the decreased survivor count.

# Trivia

- In the Battle Royale movie, it's a grid that seals off players. But in ARMA, PLAYERUNKNOWN couldn't code a grid, so the 'circle' became the new Meta.
^{[4]}

# References

- ↑ PC 1.0 Update #10 Announcement, April 11 2018. (Reduction from 120 seconds to 90 seconds not applied to Miramar when deployed to live.)
- ↑ Twitter announcement from @PUBG_help, describing the deployment of PC 1.0 Update #10.
- ↑ https://www.reddit.com/r/PUBATTLEGROUNDS/comments/6odhok/circle_breakdown_times_damage_travel_time_and_tips/
- ↑ https://www.youtube.com/watch?v=XmMJ8b64xbY&feature=youtu.be&t=2m24s