We Are So Dead unlock next floor: Step-by-Step Guide - Floors

We Are So Dead unlock next floor: Step-by-Step Guide

Learn how to unlock the next floor in WE ARE SO DEAD by collecting relics, identifying the demon, and completing the banishment ritual.

2026-08-18
We Are So Dead Wiki Team
Quick Guide
  • We Are So Dead unlock next floor progression requires a successful demon banishment.
  • Ghost players locate dangers, relics, exits, and the demon’s true name.
  • Living players carry relics, operate the seance board, and complete the final spelling.
  • Communication matters because ghosts cannot speak directly to living teammates.
  • Floor 9 is the current bottom-floor goal in the available one-world progression.

How We Are So Dead Unlocks the Next Floor

The answer to We Are So Dead unlock next floor is tied to the game’s central seance objective: your group must banish the demon on the current floor. Each successful banishment opens the route to the next level of the haunted house.

The progression is not presented as a conventional key hunt or character-level requirement. Instead, the team must survive the floor, gather the relics required for the ritual, discover the demon’s true name, and spell that name correctly before sunrise. The house currently contains nine floors, with each level adding a new stage to the descent.

The game’s co-op structure divides information between the dead and the living. One player begins as a ghost, while additional players may join the dead if the demon takes them. Ghosts can observe dangers and important locations, but living players must physically carry items and complete the interaction at the seance board.

Progress RequirementWho Handles ItResult
Locate the required relicsGhost playersThe ritual can be prepared
Guide living teammates around dangersGhost playersThe group avoids unseen threats
Carry relics to the seance boardLiving playersThe banishment sequence becomes possible
Read the demon’s true nameGhost playersThe final answer is revealed
Spell the name correctlyLiving playersThe demon is banished and the next floor unlocks
Progression Tip

Treat every floor as a communication challenge first and a survival challenge second. A fast relic carrier is useful, but only if the ghost can guide that player safely.

The official WE ARE SO DEAD Steam page describes the current version as one world with nine floors and nine unique demons. Because floors are procedural, the route, hazards, and demon behavior can change between sessions.

Ghost

  • Sees the demon and hazards
  • Locates relics and exits
  • Uses the seance board to communicate

Living Player

  • Carries ritual items
  • Follows warnings
  • Spells the demon’s name

Relics

  • Required for the ritual
  • Found by the dead
  • Returned by the living

Banishment

  • Uses the true name
  • Must be completed before sunrise
  • Unlocks the next floor

Step-by-Step Next-Floor Unlock Method

Use this sequence whenever your group wants to move forward. The exact room layout and demon rules can change, but the objective order remains consistent.

1

Identify the Ghost and Establish Roles

At the start of the session, confirm which player is dead and which players are living. The ghost should immediately focus on scouting, while the living players stay ready to move only when they understand the instructions. Remember that ghosts can hear living players, but living players cannot hear ordinary ghost speech.

2

Scout for the Demon and Relics

The ghost should search the floor for the demon, its danger zones, the relic locations, and the safest route back to the seance board. Do not send living players deep into the house until the ghost has enough information to provide a useful warning.

3

Communicate a Short Route

Use the seance board for clear, repeatable words. Give one instruction at a time, such as a direction, room clue, or danger warning. Flickering lights, doors, physical ghost contact, and screams can support communication, but the board is the stable method for full words.

4

Return Each Relic to the Board

Guide the living player while they carry the required item back to the ritual area. If the carrier becomes confused, stop moving and re-establish the route instead of sending them farther into an unknown room.

5

Read and Spell the Demon’s True Name

Once the relics are collected, the true name becomes readable to the dead. The ghost must communicate the spelling accurately, and the living players must reproduce it on the seance board. A correct banishment completes the floor and unlocks the next level.

PhasePrimary ObjectiveCommon Communication
OpeningConfirm roles and scout“Ghost,” “safe,” “danger”
SearchFind relics and hazardsRoom names, directions, landmarks
CarryEscort the living playerShort route instructions
RitualPlace the gathered items“Board,” “relic,” “return”
BanishmentSpell the true nameLetter-by-letter confirmation
Reliable Clear Condition

A floor is ready to advance only after the demon has been banished. Reaching the seance board with relics is progress, but it is not the final unlock step.

The most important mistake to avoid is assuming that collecting an item automatically opens the next level. Relics prepare the ritual; the demon’s name completes it. If your team reaches the board but cannot finish the spelling, the floor remains unresolved.

Communication Tactics for Relic Runs

The living and dead players have different information, so communication should be structured around the person who can see the current danger. Ghosts should avoid long explanations when the living player is under pressure. Short messages are easier to interpret, especially when the team is already dealing with confusing board readings.

A useful callout system separates information into three categories: movement, danger, and confirmation.

Message TypeGhost’s GoalRecommended Format
MovementMove the carrier toward a target“Left,” “door,” “forward,” “return”
DangerPrevent a predictable death“Stop,” “back,” “wait,” “danger”
ItemConfirm the correct relicItem clue plus room landmark
RitualCoordinate the final interaction“Board,” “place,” “ready”
NameDeliver the banishment answerOne letter or short letter groups
Communication Warning

The seance board can be misread under pressure. Confirm unusual words and demon-name letters before committing to the final spelling.

Ghosts can also use environmental actions to reinforce a message. Lights may flicker, doors can open or close, and a ghost can pass through living players so they feel its presence. A loud scream is another option, but it should function as an emergency signal rather than a substitute for precise instructions.

Living players should follow a simple discipline:

  • Stop moving when the ghost gives an urgent warning.
  • Repeat the last instruction before entering an unfamiliar area.
  • Ask for confirmation when a board message seems unclear.
  • Keep the relic carrier focused on returning safely.
  • Avoid splitting the group unless the ghost has enough information to guide both routes.

The game allows players who die during the session to join the dead. This can increase the number of voices available during the seance, but it also creates a coordination problem. Assign one ghost as the primary communicator while the others provide scouting information or confirm hazards.

Clear Directions

Use brief commands tied to visible landmarks. “Left door” is easier to follow than a long explanation.

Letter Confirmation

Repeat uncertain letters before the living player enters them. The final name is the most important message on the floor.

Single Speaker

Choose one primary ghost communicator. Additional ghosts should add information only when it improves clarity.

Survival and Recovery When a Run Fails

A failed attempt does not necessarily mean the team misunderstood the unlock requirement. Procedural floors can place the demon, relics, and safe routes in different arrangements, while each demon has hidden rules that change from session to session.

When a player dies, the team should immediately update its plan. The new ghost can help identify hazards and locate items, but the remaining living players still need to carry the relics and perform the board interaction. More ghosts may improve information gathering while reducing the number of living carriers, so the team should avoid unnecessary risks.

SituationBest ResponseWhy It Helps
Carrier loses the routeStop and request a landmarkPrevents deeper confusion
Ghost detects a nearby dangerGive an immediate stop commandCreates time to reassess
A player diesAdd the new ghost to scoutingMore dead players can share information
Board message is unclearConfirm the word before actingReduces false directions
Sunrise is approachingPrioritize the safest relic routePreserves the banishment attempt
Recovery Advice

If the group is losing players too quickly, slow down the relic run. The objective is to complete the ritual, not to reach the board as fast as possible.

The safest general pattern is to make one controlled trip at a time. Let the ghost scout ahead, identify a route, then guide a living player carrying the item. This reduces the number of decisions made while the player is exposed to an unseen demon.

Avoid treating every death as wasted progress. Dying lets a player help from the ghost side, where they can see threats that living teammates cannot. However, that advantage only matters if the new ghost receives a clear assignment, such as scouting the next relic or watching a known danger zone.

Floor Progression Checklist and Reference

The current progression runs from the first floor toward floor 9, the bottom-floor goal described for the available world. The source information does not provide a separate fixed puzzle code for each floor. Instead, the reliable route is to repeat the banishment cycle while adapting to procedural layouts and changing demon rules.

Floor RangeProgression FocusWhat Changes
Floor 1Learn the communication loopTeam discovers how ghost and living roles interact
Floors 2-8Repeat controlled banishment runsLayouts, dangers, relic routes, and demon rules vary
Floor 9Reach the current bottom goalFinal descent target for the available nine-floor world

Next-Floor Unlock Checklist:

  • Confirm which players are living and which player is the ghost
  • Scout the demon, hazards, relics, and safest return route
  • Guide living players back with the required relics
  • Read and verify the demon’s true name
  • Complete the seance-board spelling before sunrise

Before beginning another attempt, use this quick readiness check:

  • Roles confirmed: Everyone knows who can see the demon and who must carry items.
  • Communication agreed: The team has a primary ghost communicator.
  • Route understood: The carrier knows the next landmark or direction.
  • Ritual status known: The group can tell which relics have returned.
  • Name verified: The final spelling will be repeated before submission.
Editor’s Route Recommendation

For consistent progression, organize the run around the ritual board: scout from the board, retrieve one objective, return to the board, then verify the next move.

WE ARE SO DEAD is listed as an Early Access co-op seance horror game for 2-6 online players, so the available progression and balance may change as development continues. The developer’s current plan describes additional worlds and floors after the existing one-world, nine-floor structure. For the latest progression details, check the official Steam store listing and its developer updates.

FAQ: Unlocking the Next Floor

Q: What is the exact We Are So Dead unlock next floor requirement?

Banish the demon on the current floor. Your team must gather the required relics, communicate the demon’s true name, and spell it correctly on the seance board before sunrise.

Q: Do I unlock the next floor by collecting all relics?

No. Relics prepare the ritual, but collecting them alone does not complete the floor. The living players must use the board to spell the demon’s true name and finish the banishment.

Q: Can ghosts unlock the next floor by themselves?

No. Ghosts can see dangers, relics, routes, and the demon’s name, but living players must carry the relics and complete the board interaction.

Q: How many floors can players currently progress through?

The available version is described as one world with nine floors, with floor 9 serving as the current bottom-floor goal. Future updates may add more worlds and floors.

Final Answer

When your group gets stuck, return to the core loop: scout, communicate, carry the relics back, verify the demon’s name, and complete the banishment.