Abyssal Roblox floors take players through an ascending subterranean world built by developer nextReality Games. In this cooperative platformer, players take on the role of Abyss Walkers attempting to climb out of the depths back to the sacred lands above. Progression is structured floor by floor, moving through distinct elevations marked by teleport checkpoints, ancient gates, and cooperative parkour puzzles.
The main adventure currently spans from the tutorial strata at Floor 0 up through Floor 7, culminating in the Hall of Loyalty, while Floor 8 remains in active development.
Abyssal Floor Overview and Checkpoint Structure
Ascending the Abyss requires reaching specific elevation gates, collecting Abyssal Energy (AE), and finding Echoes to unlock progression barriers. The community and official wiki records list dozens of checkpoints along the main path.
| Floor | Elevation / Main Checkpoints | Primary Environment & Features |
|---|---|---|
| Floor 0 | -28m to -23m (Chamber of Rebirth, Training Grounds) | Submerged tutorial zone introducing jumps, wings, and time rewinding |
| Floor 1 | 1m to 127m (Abyssal Sanctum Market, Beginner's Grotto, Sanctum Overlook, The First Gate) | Hub area featuring cosmetic shops, energy exchange, and the first gate transition |
| Floor 2 | 169m to 447m (Floor 2 Ascent, Challengers' Overlook, Runic Enclave Door, The Gardens of Flora) | Timed Adventurer's Guild block challenge, dye shops, and early vertical climbs |
| Floor 3 | Floor 3 Ascent, Ladder Overlook | Vertical ladder sections and transitional climbing corridors |
| Floor 4 | 824m to 1409m (Floor 4 Ascent, Miasma Reservoir, Refinery Overlook, Dunkore Village) | Ash-covered terrain, large silos, conveyor networks, and Hover Challenge Room |
| Floor 5 | Starts past Dunkore Village up to 2755m (Floor 5 Ascent, Rooftop Vantage, Floor 5 Ending) | Multi-colored towers (Red, Yellow, Blue), Target Crest buildings, and SATU warp devices |
| Floor 6 | Transition from Floor 5 Ending (Floor 6 Ascent, Tenebria, Rufus' Izakaya, Connection Domain) | Golden trees, pitch-black city ruins, water conveyors, and 30-Echo locked gates |
| Floor 7 | Village of the Forest, Cistern Overlook, Treetop Vantage, Autumnal Terrace, Suspended Cage | Canopy climbing, multi-directional rope walls, suspended chains, and high Echo gates |
| Floor 8 | Above Floor 6 Ascent / Floor 7 End (Unreleased) | Giant rooted tree structure crowned by a dense leaf canopy |
Floor 0 to Floor 2: The Lower Strata
New Abyss Walkers begin at the bottom of the world. Floor 0 contains the Chamber of Rebirth at -28 meters and the Training Grounds at -23 meters. Here, players learn basic movement controls, choose starting powers such as high jump or hover, and pick up starter wings and horns from their inventory. A time-rewind mechanic is introduced to help recover from failed jumps without dying, as the game does not feature fall damage.
Floor 1 starts at 1 meter in the Abyssal Sanctum Market and leads to The First Gate at 127 meters. The market houses NPCs like Amon at the Abyssal Energy Exchange, a dye store for color customization, a music shop run by Melody, and cosmetic vendors offering free starter masks and wings. Players are guided toward the exit by following lines of golden lights placed by previous Abyss Walkers. Before passing through The First Gate into Floor 2, Tabitha the Surveyor presents a guild trial where white transparent blocks solidify with energy for 35 seconds to test jump timing.
Floor 2 expands the climb from 169 meters to 447 meters, introducing the Runic Enclave side path, the Gardens of Flora, and Plinko Overlook. Players unlock additional travel points and can access early Witness stores and dye options.
Floor 3 to Floor 5: Industrial Ruins and Warp Towers
Floor 3 serves as a transitional climb featuring the Ladder Overlook, leading directly into the harsh terrain of Floor 4.
Floor 4 begins at Floor 4 Ascent (824 meters) and features terrain covered in grey ash that resembles sand. Key locations include:
- Refinery Overlook and Silos: Massive industrial silos, pipes, and conveyor belts leading toward the Outer Abyss gate.
- Hover Challenge Room: A specialized obstacle area containing an Echo and the Death Set.
- Miasma Reservoir: Accessed via a large pipe marked by red Target Crest banners.
- Dunkore Village: Located at the end of Floor 4 (previously known as Floor 4 Ending). This settlement serves as a major rest area featuring four-way conveyors, a Dye Store, an invite booth, Witness Store 2: The Awakening of Orbs, and the Pico Pillar where Pico masks can be turned in for rewards.
Floor 5 Ascent begins immediately after Dunkore Village. This floor is defined by large neon structures known as the Crest Towers. The NPC Savi introduces SATU warp devices, which transport players between the Red Tower interior, the Deep Yellow Tower, and the Light and Dark Blue towers. Floor 5 ends at 2755 meters at the Floor 5 Ending checkpoint, where players cross a grassy bridge into the fifth gate.
Floor 6 to Floor 7: The Umbral City and Canopy Forest
Floor 6 shifts the visual palette toward dark ruins contrasted against golden foliage. The area includes Tenebria (an abandoned Umbral city), the Waterfall Outlook, Rufus' Izakaya, and the Connection Family Domain. In the building behind Floor 6 Ascent, players encounter a door requiring 30 Echoes to enter, along with specialized purple Light Pillars and orange trees.
Floor 7 introduces a deep, vertical forest setting with glowing mushrooms and golden trees. Key mechanics and navigation points on Floor 7 include:
- Multi-Directional Climbing: Players navigate vertical rope walls and long suspended chains to scale massive towers and floating cages.
- Crest Seals and Colored Jumps: Navigating between red, green, and yellow seals requires precise platforming and coordinated double jumps across massive gaps.
- High Echo Gates: Certain paths and shortcuts require large amounts of Echoes, such as doors demanding up to 60 Echoes.
- Floor 7 End and the Hall of Loyalty: Completing Floor 7 brings players to the current end of the main path. Passing through opens the portal to the Hall of Loyalty, an off-floor hub displaying other projects by nextReality Games, including Journey to the Sun and Whale Survival.
Floor 8 Development Status
Floor 8 is currently unreleased in the live game. In-game previews visible from Floor 7 End and community documentation reveal that Floor 8 takes the form of a massive tree rooted above Floor 6 Ascent.
Its base features stairs leading to a floor 8 gate flanked by a statue of Sid and unique regional flora. While players have reached early preview geometry using advanced climbing techniques and alt-account jump stacking, full gameplay progression for Floor 8 awaits future game updates.
Core Climbing and Navigation Mechanics
Scaling multiple floors in Abyssal requires mastering several game systems:
- Cooperative Double Jump: Official game documentation confirms that staying near other players activates a double jump. While solo climbing is possible, having a partner significantly lowers the difficulty of large vertical gaps.
- Abyssal Energy (AE) and Echoes: AE is collected via glowing orbs throughout each stratum and is spent at vendors for cosmetics, dyes, and breaking seals on crest masks. Echoes are hidden collectibles used to unlock high-tier doors and badges across Floors 1 through 7.
- Witness Abilities: Equipping different Witnesses grants active skills mapped to the ability key (Q), such as dashes, glides, or harvest bonuses.
- Checkpoints and Teleportation: Interacting with named checkpoints registers them to the player's teleport menu, allowing quick travel back to unlocked locations like Dunkore Village, the Chamber of Rebirth, or Floor 6 Ascent.
Frequently Asked Questions
How many floors are currently in Abyssal Roblox?
There are 7 fully playable floors in the game, spanning from Floor 0/1 up through Floor 7. Official badges track completion from Floor 1 through Floor 7 in both normal and Challenge modes. Floor 8 is currently unreleased.
How does the double jump mechanic work?
According to the official game page, playing in close proximity to nearby players grants you a double jump. If you climb alone without a partner nearby, you do not receive the cooperative double jump bonus, making parkour jumps much harder.
What is Dunkore Village?
Dunkore Village is the seventeenth checkpoint on the main route. It is located at the boundary where Floor 4 ends and Floor 5 begins, housing branch shops, conveyors, and the Pico Pillar.
What is the Hall of Loyalty?
The Hall of Loyalty is a special hub area located outside the standard floor numbering. Players access it after completing Floor 7, where they can view and enter other experiences developed by nextReality Games while waiting for future floor updates.













