- 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 Requirement | Who Handles It | Result |
|---|---|---|
| Locate the required relics | Ghost players | The ritual can be prepared |
| Guide living teammates around dangers | Ghost players | The group avoids unseen threats |
| Carry relics to the seance board | Living players | The banishment sequence becomes possible |
| Read the demon’s true name | Ghost players | The final answer is revealed |
| Spell the name correctly | Living players | The demon is banished and the next floor unlocks |
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.
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.
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.
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.
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.
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.
| Phase | Primary Objective | Common Communication |
|---|---|---|
| Opening | Confirm roles and scout | “Ghost,” “safe,” “danger” |
| Search | Find relics and hazards | Room names, directions, landmarks |
| Carry | Escort the living player | Short route instructions |
| Ritual | Place the gathered items | “Board,” “relic,” “return” |
| Banishment | Spell the true name | Letter-by-letter confirmation |
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 Type | Ghost’s Goal | Recommended Format |
|---|---|---|
| Movement | Move the carrier toward a target | “Left,” “door,” “forward,” “return” |
| Danger | Prevent a predictable death | “Stop,” “back,” “wait,” “danger” |
| Item | Confirm the correct relic | Item clue plus room landmark |
| Ritual | Coordinate the final interaction | “Board,” “place,” “ready” |
| Name | Deliver the banishment answer | One letter or short letter groups |
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.
| Situation | Best Response | Why It Helps |
|---|---|---|
| Carrier loses the route | Stop and request a landmark | Prevents deeper confusion |
| Ghost detects a nearby danger | Give an immediate stop command | Creates time to reassess |
| A player dies | Add the new ghost to scouting | More dead players can share information |
| Board message is unclear | Confirm the word before acting | Reduces false directions |
| Sunrise is approaching | Prioritize the safest relic route | Preserves the banishment attempt |
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 Range | Progression Focus | What Changes |
|---|---|---|
| Floor 1 | Learn the communication loop | Team discovers how ghost and living roles interact |
| Floors 2-8 | Repeat controlled banishment runs | Layouts, dangers, relic routes, and demon rules vary |
| Floor 9 | Reach the current bottom goal | Final 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.
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.
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.