- We Are So Dead floors: The current Early Access build contains one world with nine procedural floors.
- Core objective: Collect the required relics, identify the demon, and spell its true name before sunrise.
- Ghost advantage: Dead players can see dangers, relics, routes, and escape points unavailable to the living.
- Team size: Online co-op supports 2-6 players, with communication becoming more important as floors progress.
- Run length: The current version offers roughly 4-10 hours of gameplay with replayable floor layouts.
We Are So Dead Floors Overview
We Are So Dead floors form a descending route through a haunted house. The current Early Access version includes one world and nine floors, each with a procedural layout, a unique demon, and a different set of dangers. Clearing a floor unlocks the next section of the house, taking the team farther from sunrise and closer to the final floor.
The game does not present the floors as a traditional linear combat campaign. Progress depends on observation, communication, relic collection, and correct demon identification. A successful team treats every floor as a cooperative investigation rather than a race through a fixed map.
The official WE ARE SO DEAD Steam page describes the current version as containing nine floors and nine unique demons. It also notes that each floor is procedural, so room arrangements and team experiences can change between sessions.
Floors 1-3
- Learn the ghost and living roles
- Practice Ouija board communication
- Establish a safe relic return route
Floors 4-6
- Expect more demanding coordination
- Separate scouting from carrying duties
- Confirm warnings before committing to a route
Floors 7-9
- Protect every remaining living player
- Use multiple ghosts for information
- Prioritize the banishment sequence
| Floor Range | Main Team Focus | Recommended Habit |
|---|---|---|
| 1-3 | Learn the core loop | Use short, confirmed messages |
| 4-6 | Manage risk and routes | Assign a scout and a carrier |
| 7-9 | Preserve lives and finish rituals | Keep the team together near objectives |
Treat each floor as a fresh investigation. Do not assume a familiar room, relic position, or demon behavior will repeat on the next procedural run.
Ghost and Living Player Roles
One player begins dead in each session. This player becomes the team’s most important source of information, but cannot communicate through normal voice chat with the living. The ghost can see the demon, hazards, relics, and escape route, while the living players must interpret incomplete warnings and act on them.
The Ouija board is the most reliable way to send full words from the dead to the living. However, the board can be misread, especially when the team is under pressure. Lights, doors, physical contact, and the ghost’s scream can provide additional signals, but these methods should support rather than replace clear board communication.
The role system changes as the floor develops. If the demon takes another player, that player joins the dead and can help locate hazards and relics. Losing a living player is dangerous, but it can also increase the amount of information available to the surviving team.
| Role | Can See | Can Do | Main Risk |
|---|---|---|---|
| Ghost | Demon, hazards, relics, exits | Guide, flicker lights, move doors, signal | Cannot speak normally to the living |
| Living player | Physical surroundings and carried items | Explore, carry relics, use the board | Cannot see the hidden danger |
| New ghost | Hidden floor information | Add warnings and scouting | May need time to understand the layout |
Reliable Communication Rules
Use a compact vocabulary before the run begins. For example, agree that a repeated light flicker means “stop,” a door movement means “wrong route,” and a full Ouija spelling is reserved for relics, danger, or the demon’s name. Consistent signals reduce confusion when several players speak at once.
Living players should repeat important messages aloud. A simple confirmation such as “relic in the east room” gives the ghost a chance to correct a misunderstanding before the team moves. When the board spells an unfamiliar word, ask for the message again instead of guessing.
Never treat an unclear Ouija message as confirmed information. A guessed letter can send the carrier toward a hazard or cause the team to misread the demon’s true name.
Step-by-Step Floor Clear Method
Every floor follows the same broad objective: locate the ritual requirements, bring them back safely, identify the demon, and complete the banishment before sunrise. The exact route and threat pattern can change, so the method below is designed around repeatable decisions rather than fixed room locations.
Establish the Starting Area
Keep the living players together for the first moments of the floor. Identify the seance board, nearby doors, and any safe staging space for relics. The ghost should immediately scout in multiple directions and report visible hazards or useful landmarks.
Scout Before Carrying
Do not send a player deep into the house with an empty route plan. The ghost should locate relics and identify a practical return path first. Living players can then move with a clear destination instead of searching blindly.
Assign a Carrier and Escort
Give each relic a specific carrier. A second living player should escort the carrier when possible, while the ghost watches the route and warns about danger. Avoid having several players carry different objectives without a shared plan.
Confirm the Ritual Requirements
Once the relics are gathered, pause and verify that the team has the correct items. Use the board to communicate the demon’s name when it becomes readable to the dead. The living should repeat every letter before spelling it back.
Complete the Banishment and Reset
Spell the demon’s true name accurately, then regroup before moving to the next floor. Take a moment to explain what caused deaths, which signals worked, and which route should be avoided on the next attempt.
| Phase | Living Team Action | Ghost Team Action | Success Check |
|---|---|---|---|
| Setup | Stay near the starting area | Scout nearby rooms | Team understands signals |
| Search | Follow a planned route | Mark relics and hazards | Destination is confirmed |
| Return | Carry one objective safely | Guide the safest available path | Carrier reaches the board |
| Ritual | Repeat the demon’s name | Spell and verify the message | Letters match before banishment |
| Transition | Regroup after clearing | Share lessons from the floor | Team is ready for the next descent |
The safest floor clear is usually slower at the beginning and faster at the end. Spend time scouting first so the carrier does not improvise while under threat.
Survival Tips for All Nine Floors
The nine-floor structure rewards teams that protect information as carefully as they protect living players. Since the layouts are procedural, memorizing one route has limited value. Memorize decision rules instead: scout before carrying, confirm every warning, and keep the return path understandable.
Protect the Living Team
A living player is the only team member who can carry relics and complete the final spelling sequence. Avoid unnecessary separation, especially when the ghost has not identified the current demon’s danger pattern. If a player becomes lost, stop advancing and use the board or environmental signals to regroup.
Use Death as Information, Not a Plan
Players who die can continue helping as ghosts, but deliberately sacrificing teammates is inefficient. Additional ghosts provide more eyes, yet every death reduces the number of players who can carry items and respond to the ritual. The goal is to use ghost information while preserving enough living players to finish the floor.
Manage the Return Route
The outward trip and the return trip are not equally safe. Before picking up a relic, identify landmarks that the carrier can recognize. Doors, room shapes, and the starting board can become navigation anchors. If the route becomes unclear, return to the last confirmed landmark rather than pushing forward.
Prepare for the Demon Name
The final spelling is a distinct stage of the floor. The dead can read the true name, but the living must reproduce it through the seance board. Assign one player to read, one to repeat, and one to monitor the surroundings. This reduces rushed inputs and prevents a dangerous mistake at the end of a successful run.
| Situation | Priority | Avoid |
|---|---|---|
| A relic is located | Mark the route and assign a carrier | Sending everyone in different directions |
| A warning is unclear | Stop and request confirmation | Guessing the message |
| A player is separated | Regroup at the last landmark | Continuing without the carrier |
| Another player dies | Add the new ghost to scouting | Treating the death as intentional progress |
| The demon name appears | Repeat every letter | Spelling from memory or assumption |
Nine-Floor Survival Checklist:
- Agree on light, door, and Ouija board signals before exploring
- Identify a staging area near the seance board
- Scout the route before a living player carries a relic
- Repeat every important warning and demon-name letter
- Regroup after banishment before descending to the next floor
Procedural floors mean a failed run can still teach useful habits, but not every room position or hazard location should be treated as permanent information.
Progression, Scope, and Floor Goals
The current version of WE ARE SO DEAD is in Early Access and contains one world with nine floors. The developer’s Steam description states that future plans include two additional worlds with 18 new floors in total, along with new unique demons. These planned additions are not part of the current nine-floor route and should not be confused with available progression.
For the present build, the clearest milestone is reaching floor 9 and completing its banishment sequence. The game page estimates approximately 4-10 hours for the current content, with replay value coming from procedural floors and changing group dynamics rather than a single fixed walkthrough.
| Progression Item | Current Information | Practical Meaning |
|---|---|---|
| Available worlds | 1 | The current route belongs to one haunted-house world |
| Available floors | 9 | Clearing each floor unlocks the next descent |
| Unique demons | 9 | Each floor has a distinct demon identity |
| Player count | 2-6 online | Team roles change with group size |
| Estimated playtime | 4-10 hours | Replayability comes from procedural layouts |
| Planned expansion | 2 worlds, 18 floors | Future content is subject to development |
Recommended Milestones
Use these goals to measure team improvement:
- Clear the first floor without losing the carrier.
- Complete a full relic return using only agreed signals.
- Correctly repeat the demon’s name before the final input.
- Reach the later floors with multiple living carriers available.
- Finish floor 9 and review which communication habits worked best.
The most useful progression is not simply unlocking the next floor. It is building a team routine that survives unfamiliar layouts. A group that communicates clearly can adapt more effectively than a group that depends on memorized paths.
Focus on improving your team’s process between floors. Better scouting and message confirmation usually matter more than moving quickly through a familiar-looking room.
We Are So Dead Floors FAQ
Q: How many We Are So Dead floors are currently available?
The current Early Access version contains one world with nine floors and nine unique demons. Clearing a floor unlocks the next descent through the haunted house.
Q: Are the floors fixed or procedural?
Each floor is procedural, so room arrangements and danger locations can change between sessions. Use general navigation rules instead of relying on one memorized route.
Q: What should the ghost do on each floor?
The ghost should scout for the demon, hazards, relics, and safe routes, then communicate that information to the living through the Ouija board and environmental signals.
Q: Can dead players still help the team?
Yes. Players taken by the demon join the dead and can add scouting and warning support. However, keeping enough living players alive remains important because they must carry relics and complete the banishment.
Reach the bottom by combining careful scouting, accurate Ouija communication, safe relic handling, and disciplined demon-name verification on every floor.