Fusion Plant, one of the original maps from the 2015 launch of Evolve, is playable again. It wasn’t part of the official Evolve Stage 2 rotation. A community group ported it into Modded Evolve, a fan-made overhaul built on top of Stage 2. A full Hunt match on the ported map shows it running alongside the Stage 2 systems you’d expect, including elite wildlife buffs, the Mobile Dome, monster evolution, and a Power Relay finale inside a multi-level industrial complex.
Quick answer: Fusion Plant is a legacy Evolve map ported into Evolve Stage 2 by the Modded Evolve community build, running on Build Version: Patch 10 Hotfix and playable in standard Hunt matches.
Modded Evolve and why Fusion Plant is back
Evolve pits four Hunters against a monster controlled by one player in an asymmetrical multiplayer shooter. The creature becomes more powerful as the match progresses. The game debuted in 2015 and returned in 2018 as Evolve Stage 2, with changes absent from the first release, which became known as Legacy Evolve. All official support for the game was eventually discontinued.
Modded Evolve picks up from there. It’s a fan overhaul of Stage 2 with a public patch cycle and a few stated long-term goals.
- Rebalance every Hunter and monster so matches aren’t dominated by a few picks.
- Fix and rework abilities that were buggy, useless, or overpowered.
- Restore content cut before Stage 2, where that’s possible.
- Keep patching and documenting the game after official support has ended.
Fusion Plant falls squarely under the “restore lost content” goal. The modded client boots to a “WELCOME TO MODDED EVOLVE” menu with the build version listed on screen. Players get in through a community launcher, and the project’s contributors have been openly recruiting new players.
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Add to Google Preferences →Fusion Plant map layout in Evolve Stage 2
Fusion Plant splits into two very different halves. The outside is dark forest and wetland broken up by steep rock formations. The inside is a cramped, vertical industrial facility built around the Power Relay. A monster can spend the early game in the wilds and save the building for the endgame. Hunters have to cover both if they want to keep pressure on.
The exterior is where a Stage 1 monster spawns and starts feeding. Visibility is low under the tree cover, which makes it easier to break line of sight. Still, the planet scanner can tag a monster that stays in one place too long, and the game flags this with a “TRACKED BY PLANET SCANNER” warning.

The forest is tied together by man-made structures. A large dam wall, raised catwalks, and exterior passages run along the edge of the facility. For a climbing monster like Goliath, those walls work as shortcuts. It can scale them to escape tracking Hunters instead of going around.

The central complex is multiple floors of metal corridors, catwalks, stairwells, and vertical drops leading to the Power Relay chamber. A compass waypoint labeled “POWER RELAY” points the way. In Hunt, the relay becomes the target once the monster reaches Stage 3, with the prompts “Power Relay is Vulnerable!” and “Destroy The Power Relay” appearing on screen.

Fusion Plant wildlife and elite buffs
Wildlife works on Fusion Plant the same way it does on Stage 2’s native maps. Regular animals show a “Hold To Eat” prompt and give energy and armor. Elite wildlife, outlined differently on screen, shows “Eat To Gain Buff” and grants a temporary perk. These three buffs turned up during a single Hunt match on the map.
| Buff | On-screen text | Effect |
|---|---|---|
| Armor regen | ARMOR REGENERATES 75% FASTER! | 75% faster armor regeneration |
| Poison Target | MELEE ATTACKS POISON THE HUNTERS! | Melee hits poison Hunters |
| Cooldown | ABILITY COOLDOWNS ARE 15% FASTER! | Abilities recharge 15% faster |
The dark forest is where most of that feeding happens. It’s also where monsters plan ambushes, since a fed, armored monster can afford to pick a fight with a Hunter who has wandered away from the group.

Elite kills become more valuable after the first evolution, when a monster is strong enough to take risks. Picking up Poison Target at Stage 2 turns every melee swing into a lingering threat during close fights inside the facility.

A Goliath Hunt match on Fusion Plant
Fusion Plant isn’t a reskinned arena with legacy textures. The way a match plays out depends on its layout. In one complete Hunt, a Goliath faced a full Hunter team of Assault, Trapper, Medic, and Support, and won by wiping the squad inside the relay building.
Stage 1: Outside the facility
The Goliath spent its opening minutes feeding, climbing the dam and catwalks, and staying ahead of the planet scanner. Its first fight was a “SNEAK ATTACK” pounce on a lone Hunter. That set off a Mobile Dome, the blue geodesic barrier that locks monster and Hunters together until it drops. The Goliath downed several Hunters inside the dome, then broke line of sight and left once the barrier fell.

Stage 2: Into the central complex
On evolving, the Goliath put its points mainly into Fire Breath and Charge. It grabbed the Poison Target buff from elite wildlife, regenerated armor, and moved into the interior complex. It caught the Medic in the metal corridors, and the fight that followed on the catwalks downed Hunters repeatedly and sent them into dropship respawn countdowns. Afterward the Goliath backed out of the relay room to feed again and picked up the 15% cooldown buff.
Stage 3: The Power Relay standoff
At Stage 3, Goliath had fully upgraded Charge and forced its way into the main relay chamber. Rather than attack the relay, it turned its abilities and Fire Breath on the defending Hunters and their turrets. It let the Hunters respawn, then caught them again by the stairs and across the upper platforms. A stealthy pounce finished off the last Hunter, bringing up “MONSTER WINS!” and “MONSTER KILLED THE HUNTERS.”
Destroying the relay and killing every Hunter are both ways for the monster to win. On Fusion Plant, the stairs and stacked platforms in the relay chamber make the team-wipe route more practical than it is in open terrain.
Post-match results from the Fusion Plant Hunt
The end-of-round screen shows how much of the fight relied on short-range abilities in tight indoor spaces.
| Stat | Value |
|---|---|
| Round length (Hunt) | 13:43 |
| Goliath level reached | Level 9 |
| Fire Breath damage | 15,590 |
| Charge damage | 7,031 |
| Leap Smash damage | 5,403 |
| Rock Throw damage | 0 |
| Silver Keys earned | 380 |
| Reward unlocked | Perk: Brawler Level 1 |
Fire Breath did more than twice the damage of anything else. In Modded Evolve, Goliath’s Fire Breath is a cone that reaches 23 meters at Stage 1 and 2 and 30 meters at Stage 3. It also leaves a burn on anyone it hits, which suits corridors where Hunters can’t spread out. Rock Throw did no damage at all, which says a lot about how few long sightlines Fusion Plant’s interior has.
Taken together, Fusion Plant looks like a finished piece of Modded Evolve rather than an experiment. Every Stage 2 system that showed up in the match worked on it, from scanner tracking and elite buffs to dome fights, evolution, and the relay finale. The legacy layout also gives monsters a different decision to make, between staying outdoors and taking the fight into the building.





