"How many floors" has two answers. The elevator counter has a badge at Floor 100, and nobody has published an official cap after that. The map generator uses four themes. VIP Suite is an extra location badge, not a fifth theme in the current writeups.
| Badge | Requirement |
|---|---|
| Depths I | Reach floor 3 |
| Depths II | Reach floor 10 |
| Depths III | Reach floor 25 |
| Depths IV | Reach floor 50 |
| Depths V | Reach floor 100 |
Facility
Always Floor 1. Light gray walls, dark strips, vents, and pits. Pits kill you and move dropped items. Vents and corners break sight on Weatherman, Cave-Crawler, and Blob. Loot shows up in storage rooms, warehouses, shelves, and blocks. Research text calls this the main work area: blob experiments, stored ore, employees, and Weathermen.
Fatal Facility is the badge for entering it.
Mansion
From Floor 2 onward. Red carpet, dark wood, rounded ceilings, and doors with Open and Close prompts. No bottomless pits, which removes the instant-kill tile. Halls are tight and long, so a roaming Weatherman is harder. Ordinary halls have little loot. Ore sits in dead-end rooms: dining room, library, beanbag rooms. Bone Hound, Weatherman, and Giant Kiwi are documented as unable to fit through the smaller interior doors. Unwelcome Visitor is the badge.
Hedge Maze
Confirmed by Getting Lost? (enter the hedge maze). Fountains here are the free heal that awards Thirsty. Room-by-room loot rules were not published in the pages read for this guide.
Greenhouse
Confirmed by Earthy (enter the greenhouse). It shares the Mansion music track "Serious And Thoughtful B". Research text calls it the plant lab that produced Thorns, and the power draw that overloaded the generator, which is the in-fiction reason the lights and security failed. Carrots can be gathered here.
What changes as the number climbs
Floor 1 is the only fully scripted layout. After that, theme, rooms, items, and the Coin Meter randomize. Entity counts follow the table through Floor 8, then mix. Duplicates of ordinary entities start at Floor 11. Player comments on a long Floor 1-20 walkthrough say the climb feels flatter after very deep floors and that Planters can supply carrots. Treat the "difficulty stops rising" claim as a player report, not a published formula.
Map upgrades exist because Mapped Out asks you to unlock all of them. The individual upgrade list was not published in the sources used here. Glass Gate is the one viewing upgrade that is described: transparent doors so you can see a patrol before you open.
