
Floor 9
Spot-the-difference with genuine dread attached: Floor 9 is the Exit 8 formula dressed in hotel carpets, and it mostly works until the randomiser breaks the spell.
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About Floor 9
I sat down with Floor 9 expecting a five-minute curiosity and ended up staring at the same hotel corridor for the better part of an hour, convinced a door number had shifted two centimetres to the left. That specific kind of low-grade paranoia is what this genre does best, and Floor 9 delivers it competently if not brilliantly. The core loop is as stripped-back as it gets. You step out of an elevator onto the ninth floor of Hotel Liminal, scan the corridor for anything wrong, then return to the lift and press one of two buttons: anomaly present, or anomaly absent. Correct, and you descend a floor. Wrong, and you snap back to nine and start over. The binary decision sounds trivial until you have spent ninety seconds convincing yourself that the fire extinguisher always sat at that angle. Some anomalies are visual swaps you will catch on your first walk-through. Others involve sound cues or subtle movement in the distance, the sort of thing that makes you question whether your eyes are working correctly. The atmosphere does real work here: the hallway is clean, well-lit in a flat oppressive way, and completely silent except for footsteps and faint ambient hum. There are no monsters charging at you, no scripted jump scares on a timer. The horror comes from the slow erosion of your confidence in your own memory. Where Floor 9 struggles is in its randomisation system. The full run contains around thirty anomalies, but their appearance is weighted unevenly, which means some anomalies will show up repeatedly across a single session while others may never appear at all. Players chasing the achievements or trying to catalogue the full set report spending hours stuck one or two entries short, unable to tell whether a specific anomaly is simply rare or whether something has broken. That is a design problem dressed as a difficulty spike, and it sours the completion experience noticeably. On a single casual playthrough from nine to ground floor, none of that matters. The moment you want to see everything, it starts to feel like a grind with a slot machine attached. Context matters for judging this fairly. Floor 9 is transparently part of the wave of Exit 8-inspired anomaly games that arrived in 2024. It does not meaningfully reinvent that formula, but it does execute the fundamentals with decent care: solid lighting, no obvious performance issues, and anomaly variety that ranges from blunt to genuinely clever. Veterans of I'm on Observation Duty, Exit 8, or Shinkansen 0 will find nothing that surprises them mechanically. Newcomers to the subgenre, though, will get a clean introduction to exactly why this style of game works on your nerves so effectively. The hotel setting has more character than a subway corridor, and the maid who occasionally appears at the far end of the hall is one of those small details that makes the liminal space feel inhabited in the worst possible way. For a casual session of atmospheric observation horror, Floor 9 earns its place without embarrassment. Go in for one clean run, enjoy the creeping unease, and stop before the randomiser turns the experience into homework. Achievement hunters and completionists should know what they are signing up for. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified.
System Requirements
Minimum
- OS
- Windows 10+ x64
- Memory
- 2 GB RAM
- Storage
- 2 GB available space
- Graphics
- NVIDIA GTX 1050 or AMD Radeon RX 580 or newer
- Processor
- Intel/AMD X64 architecture
Recommended
- OS
- Windows 10+ x64
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- NVIDIA RTX 3060 or AMD Radeon RX 6700 XT or newer
- Processor
- Intel/AMD X64 architecture
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Reviews & Ratings
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Game Info
- Developer
- Room Games
- Publisher
- Room Games
- Release Date
- Sep 9, 2024
