ONE MORE FLOOR guide
ONE MORE FLOOR is a climb through Ashen Keep. You move, aim your survival decisions around the enemies on the floor, and shoot manually. A successful floor gives you another upgrade decision; checkpoints ask whether to secure a score or keep climbing.
Controls for the browser version
- Keyboard: WASD or arrow keys move; F shoots; Space dashes; Esc pauses.
- Touch: use the movement joystick and the on-screen shoot and dash controls.
- Controller mappings: left stick moves, RT or right shoulder shoots, A dashes, Start pauses. Browser and controller support vary; keyboard is the fallback.
Start with space around your character. Hold a direction, fire briefly, and watch how quickly the ammunition display falls. Dashing is a way out of a closing gap; using it as soon as it is available can leave you without an escape when enemies converge.
Ammunition changes how you fight
Firing spends ammunition. Normal defeated enemies drop packs worth three rounds and bosses drop ten. Walk over a pack to collect it. Packs stay on the current floor when you are full, but do not carry over as objects to the next floor. Your remaining ammunition does carry between floors.
At zero ammo, a short period of active play restores three rounds. This recovery also works when no enemies remain, so running dry does not require restarting the run. Pausing does not advance active-play recovery. A useful habit is to leave a nearby pack until you have room for it, then circle back rather than standing still to shoot.
BANK or RISK is a score decision
At ten-floor checkpoints, BANK ends the run and keeps the score you have secured. RISK continues with increased scoring. Dying during a risk stretch preserves the secured portion but only a quarter of the points earned during that stretch. Treat the checkpoint as a decision about the current run, rather than a requirement to continue indefinitely.
For a first attempt, aim to learn one enemy pattern and return safely from a checkpoint. Bats begin appearing from floor four and weave toward you. Warlocks arrive from floor seven, keep their distance and cast a spread. Moving into open space before firing gives you more options than backing into a corner.
Credits, heroes and styles
Clearing a floor earns 15 plus three times the floor number in credits, with that floor component capped at floor thirty. Boss floors add eighty. Credits save as they are earned and survive the end of a run; they are separate from the score you bank or risk.
Shop & Customize offers heroes and outfit tints. Storm Mage costs 250 credits, Iron Warden 400 and Veil Ranger 650. The original style is free. Owned equipment can be selected again without paying twice. Credits are earned in the game, have no cash value and cannot be transferred into chess.
Where your progress lives
The browser game saves on the current browser and device. Clearing site storage, using a private window, or switching browsers can leave you with a fresh save. Browser and native phone progress are separate; there is no account synchronization. Installing the hub as an app does not make the game work offline.
If the game does not load, try the direct game page and read the loading checks. The game requires a browser with WebAssembly and WebGL 2 support.