The floor plan
Eight places are named across the description and badge conditions: the safe room, the service hatch, the dining floor, Parts and Service, Chica's kitchen, the endo room, the arcade and the ceiling vents.

Closing Shift does not publish a map. What it does publish is a set of room names, scattered across the description and the badge conditions, each attached to something that happens there.
Collected in one place, those names are a usable floor plan. Below is every location the official material identifies, what it is for, and which badge proves it exists.
The eight named places
| Place | Named in | What happens there | Badge (awards) |
|---|---|---|---|
| The safe room | Player reports (called B-2) | Staging area below the restaurant | — |
| The service hatch | Player reports | One-at-a-time route between floors | — |
| The dining floor | Description ("the band still performs") | Stage, tables, the cameras' main view | — |
| Parts and Service | Badge text | Freddy enters it | Neck Intact (31,881) |
| Chica's kitchen | Badge text | Has a survival condition | Five-Star Service (1,154) |
| The endo room | Badge text | Locked, endoskeletons, cabinet at the back | Endo Room (5,728) |
| The arcade | Badge text | Something stands behind you while you play | Eyes On The Screen (4,286) |
| The ceiling vents | Description ("crawl the vents") | Alternate route, costs stamina | — |
The first two rows carry a distinction worth stating: the safe room and the service hatch are named by players, not by the developer. The other six are official. Treat the player names as conventions and the official names as facts.
Parts and Service
The only room in the game with a named animatronic event: Freddy walks in, and Neck Intact is awarded for being there and leaving alive.
Two readings follow. Either Freddy patrols into that room on a schedule, or the room triggers him. Since the badge condition says "be in Parts and Service when Freddy walks in," the event is defined from the player's side — you do not summon him, you are simply present.
A service room with tools and an animatronic in it is also the most plausible home for the breaker panel that Lights Back On refers to. That is an inference, not an official statement: see the outage page for the reasoning.
Chica's kitchen
Five-Star Service, 1,154 awards at 0.1 percent, is the fourth-rarest badge in the game. It is awarded for making it out of Chica's kitchen alive.
A kitchen is not structurally different from a corridor, so the low count suggests the room has a rule rather than a monster. Something about the kitchen makes leaving harder than entering — a door that closes, a task that has to be done, a timer that starts.
The comparison that makes this concrete: Endo Room at 5,728 awards is five times more common, and the endo room is described as locked, guarded and containing a cabinet. So the kitchen is harder than a locked room with endoskeletons in it.
The endo room
The most fully described room in any official text: a key to get in, endoskeletons to get past, and a cabinet at the back to open. Three obstacles, one badge.
Endo Room has 5,728 awards. That makes it the most-completed "hard room" badge in the game, which is probably why the description gives it more detail than the others — the room has a legible sequence, and a sequence can be learned.
The arcade
Eyes On The Screen, 4,286 awards: keep playing at the arcade until the one behind you walks away.
This is the only room where the correct action is to keep doing something instead of leaving. Everywhere else in Closing Shift, standing still is how runs end. At the arcade, standing still is the badge. It is also, by award count, comparable to the endo room in difficulty.
The dining floor
The description's line "the band still performs on the cameras" makes the dining floor the primary camera view. It is where the stage is, where the birthday party happens, and where Party Guest (486,267) and Don't Leave (45,600) are earned.
If you are learning the building, the dining floor is the room to learn first. It is the largest space, it is on the cameras, and it is where the game's two most common set pieces happen.
The vents
Not a room, a route. The description says "crawl the vents", and the Infinite Stamina pass description confirms crawling burns stamina by default.
Vents connect the building in a way the floor plan does not. That makes them the answer to "the corridor is blocked" and the worst answer to "something is chasing me," because a crawl space has one mouth.
How to build the map in your head
The official material does not give directions, so this is the order that follows from the mechanics rather than from coordinates:
- Start below. The elevator and the reported safe room are the staging layer.
- Enter through the hatch. Player reports put the route up through a one-at-a-time opening.
- Learn the dining floor first. It is on the cameras and it is where the party happens.
- Then the service wing. Parts and Service and the breaker panel are the same kind of space.
- Then the locked rooms. Endo room and kitchen have rules; save them for when you can afford a failed attempt.
- Keep the vents as an exit, not an entrance.
That is a route, not a map, and it is the most a guide can honestly give for a game that regenerates its layout nightly.