We Are So Dead floors: 9-Floor Route & Survival Tips - Floors

We Are So Dead floors: 9-Floor Route & Survival Tips

Learn how the nine We Are So Dead floors work, assign ghost and living roles, collect relics, and banish each demon before sunrise.

2026-08-18
We Are So Dead Wiki Team
Quick Guide
  • 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 RangeMain Team FocusRecommended Habit
1-3Learn the core loopUse short, confirmed messages
4-6Manage risk and routesAssign a scout and a carrier
7-9Preserve lives and finish ritualsKeep the team together near objectives
Route Tip

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.

RoleCan SeeCan DoMain Risk
GhostDemon, hazards, relics, exitsGuide, flicker lights, move doors, signalCannot speak normally to the living
Living playerPhysical surroundings and carried itemsExplore, carry relics, use the boardCannot see the hidden danger
New ghostHidden floor informationAdd warnings and scoutingMay 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.

Communication Warning

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.

1

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.

2

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.

3

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.

4

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.

5

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.

PhaseLiving Team ActionGhost Team ActionSuccess Check
SetupStay near the starting areaScout nearby roomsTeam understands signals
SearchFollow a planned routeMark relics and hazardsDestination is confirmed
ReturnCarry one objective safelyGuide the safest available pathCarrier reaches the board
RitualRepeat the demon’s nameSpell and verify the messageLetters match before banishment
TransitionRegroup after clearingShare lessons from the floorTeam is ready for the next descent
Best Practice

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.

SituationPriorityAvoid
A relic is locatedMark the route and assign a carrierSending everyone in different directions
A warning is unclearStop and request confirmationGuessing the message
A player is separatedRegroup at the last landmarkContinuing without the carrier
Another player diesAdd the new ghost to scoutingTreating the death as intentional progress
The demon name appearsRepeat every letterSpelling 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
Replayability Note

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 ItemCurrent InformationPractical Meaning
Available worlds1The current route belongs to one haunted-house world
Available floors9Clearing each floor unlocks the next descent
Unique demons9Each floor has a distinct demon identity
Player count2-6 onlineTeam roles change with group size
Estimated playtime4-10 hoursReplayability comes from procedural layouts
Planned expansion2 worlds, 18 floorsFuture 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.

Progression Tip

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.

Final Reminder

Reach the bottom by combining careful scouting, accurate Ouija communication, safe relic handling, and disciplined demon-name verification on every floor.