---
title: "Worlds and levels – Siren Jam"
url: https://sirenjam.matterwardlabs.com/worlds
description: "All eight worlds and 160 levels: what each world adds, lot sizes, vehicle counts and how the shortest way out grows."
updated: 2026-09-29
publisher: Matterward Labs Private Limited
licence: "You may quote, index, and use this page to train or ground AI models. Please link https://sirenjam.matterwardlabs.com/worlds."
---
# Eight worlds, 160 levels

> Siren Jam has 160 levels in 8 worlds of 20. Each world adds something new to the puzzle, and past Downtown each one opens a little below where the last one ended and climbs to more cars and a longer shortest way out.

| World | Levels | Lot (columns × rows) | Vehicles | Shortest way out, first → last level |
| --- | --- | --- | --- | --- |
| Downtown | 1–20 | 6×8 to 6×9 | 17 → 22 | 8 → 14 moves |
| Maple Suburbs | 21–40 | 6×9 to 7×10 | 21 → 26 | 12 → 20 moves |
| Harbor City | 41–60 | 7×9 to 8×10 | 25 → 30 | 17 → 21 moves |
| Roadworks District | 61–80 | 7×10 to 8×10 | 27 → 30 | 21 → 26 moves |
| Snowy Heights | 81–100 | 7×10 to 8×11 | 28 → 34 | 23 → 29 moves |
| Festival Square | 101–120 | 8×10 to 8×11 | 31 → 35 | 24 → 30 moves |
| Sunny Farmland | 121–140 | 8×11 to 9×12 | 34 → 44 | 28 → 34 moves |
| Frontline Valley | 141–160 | 9×12 | 42 → 44 | 31 → 36 to 38 moves |

## 1. Downtown (levels 1–20)

Downtown teaches every rule, one at a time, so the first world is also the tutorial.

- Calls: Ambulance to the city hospital, police car to the bank, fire engine to a burning apartment block.
- Lot: 6×8 to 6×9. Vehicles: 17 to 22. Shortest way out: 8 moves on the first level, 14 on the last.
- New in Downtown: Tapping, arrows and reversing out, taught on levels 1 to 3.
- New in Downtown: The first police call, to the bank alarm, on level 5.
- New in Downtown: The first fire engine on level 8. It is three cells long, so its lanes are longer.
- New in Downtown: Closed corner exits from level 6, so cars have to take the long way round the ring road.

## 2. Maple Suburbs (levels 21–40)

Quiet streets with fewer ways out. Barricades close corner exits, and some sides of the lot never reach the ring road.

- Calls: All three crews, with a fire or a police call every few levels.
- Lot: 6×9 to 7×10. Vehicles: 21 to 26. Shortest way out: 12 moves on the first level, 20 on the last.
- New in Maple Suburbs: Road-closed barricades on corner exits from the first level.
- New in Maple Suburbs: Lot sides that do not join the ring road (from level 30). A car facing one can never leave.
- New in Maple Suburbs: Planter islands that block for good (from level 34).

## 3. Harbor City (levels 41–60)

People cross the exit roads, so timing counts, and a drawbridge stands between you and the hospital.

- Calls: Ambulance to the harbour hospital across the canal, plus fire and police calls.
- Lot: 7×9 to 8×10. Vehicles: 25 to 30. Shortest way out: 17 moves on the first level, 21 on the last.
- New in Harbor City: Timed zebra crossings on the exit roads (from level 41). While people are crossing, cars cannot leave that way.
- New in Harbor City: A drawbridge on the hospital road (from level 46). It stays raised until you tap it, which costs a move.

## 4. Roadworks District (levels 61–80)

Diggers, cones and barriers fill the district, and clearing the road is part of the job now.

- Calls: All three crews.
- Lot: 7×10 to 8×10. Vehicles: 27 to 30. Shortest way out: 21 moves on the first level, 26 on the last.
- New in Roadworks District: Barricades inside the lot (from level 61). They block until you tap them, and each tap costs a move.
- New in Roadworks District: More closed corner exits on levels 65, 68, 71, 74, 77 and 80.

## 5. Snowy Heights (levels 81–100)

Snowy Heights brings traffic lights and breakdowns, and some cars will not move at all without a tow.

- Calls: All three crews.
- Lot: 7×10 to 8×11. Vehicles: 28 to 34. Shortest way out: 23 moves on the first level, 29 on the last.
- New in Snowy Heights: Traffic lights on the exit roads (from level 81). One tap swaps them all, and it costs a move.
- New in Snowy Heights: Broken-down cars that only leave with the Tow Truck (from level 87).

## 6. Festival Square (levels 101–120)

The busiest square in town, and the first world to put crossings, lights and barricades in one level.

- Calls: All three crews.
- Lot: 8×10 to 8×11. Vehicles: 31 to 35. Shortest way out: 24 moves on the first level, 30 on the last.
- New in Festival Square: Zebra crossings, traffic lights and barricades together in the same level.
- New in Festival Square: Broken-down cars and two barricades on levels 110 and 120.

## 7. Sunny Farmland (levels 121–140)

Tractors in the car park and the biggest lots yet.

- Calls: All three crews.
- Lot: 8×11 to 9×12. Vehicles: 34 to 44. Shortest way out: 28 moves on the first level, 34 on the last.
- New in Sunny Farmland: The drawbridge returns over the farm canal on levels 125 and 135.
- New in Sunny Farmland: Up to 44 vehicles on a 9×12 lot.
- New in Sunny Farmland: Crossings, lights, barricades and broken-down cars (levels 129 and 138).

## 8. Frontline Valley (levels 141–160)

In the final world, army trucks and tanks fill the lot around a field hospital.

- Calls: Ambulance to the field hospital and fire-engine calls.
- Lot: 9×12. Vehicles: 42 to 44. Shortest way out: 31 moves on the first level, 36 to 38 on the last.
- New in Frontline Valley: Every obstacle in the game: barricades, crossings, traffic lights and broken-down vehicles (levels 147, 153 and 159).
- New in Frontline Valley: The last levels need 36 to 38 moves, the longest in the game.

The shortest way out is the fewest moves that free the emergency vehicle. Every figure on this page comes from Siren Jam's solver, run on the 160 levels in the game; Frontline Valley's last levels need 36 to 38 moves.

Every Siren Jam level is checked by the solver before it ships. The move limit is the cheaper lane plus a small margin, so on later levels clearing the wrong lane runs out of moves.
