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[🚪] FLOOR BELOW

[🚪] FLOOR BELOW

A Roblox experience owned by chipseed's games.

HorrorENprocedural generationhorrorco-op

Description (written by the developer; not a statement by this register)

UPDATE #3 (in progress) - Procedurally Generated Maps - Previous maps still exist, but are not generated every time now - Monster Updates, New Behaviors - Balancing Changes Suggest features and report bugs in the group! You're running out of Cash and you can't find a job, so you decide on a part time gig where you explore the deepest levels of an unknown facility. This place creates monsters, only the deeper you go the less friendly they become Evade the monsters, find all levers, and descend deeper and deeper This game is way more fun with Friends Please like the game if you enjoyed and if you disliked leave feedback

Last updated by the developer 14 Jun 2026, 04:47 UTC.

1
playing (measured 10 Aug 2026, 18:30 UTC)
187,347
lifetime visits
73%
liked (1,300 👍 / 493 👎)
5,206
favourites (27.8 per 1k visits)
30 May 2026
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 18:308first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

VIP
199 R$
2x Points
120 R$
Unlock Index
60 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

No going back · progression78,861 · 100.0% win
Made yourself useful · other72,893 · 100.0% win
Narrow Escape · other8,408 · 28.6% win
Looking Out · other2,363 · 8.9% win
Descent #50 · progression471 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

727372.515 August 2026 — 72 % liked25 August 2026 — 73 % liked15 August 202625 August 2026
2 measurements spanning 10 days, net +1. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 72–73 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
25 Aug 2026, 05:2173+1
15 Aug 2026, 05:2172first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.