All 11 layers
The full game’s current Layers reference lists eleven layers: descend to the cargo on layer ten, then climb layer eleven toward the surface. A separate wiki overview still says twelve; that discrepancy is retained below rather than turned into an invented extra underground layer.
11 or 12
Steam and the publisher advertise eleven layers, matching the current Layers article. The separate Miraheze overview says twelve. Its count differs; no source read for this review establishes an exact reconciliation. The current route has layer ten as the deepest cargo location and layer eleven as the upward final ascent.
Shared rules
- Layer height 300 m. 1 tile = 0.3 m. Gravity 16.5 m/s², about 1.7 times Earth. One wiki source.
- 40 percent chance of a layer modifier, except layer 10, which never rolls one.
- Default layer time limit 60 minutes (run setting, range 1–300). Relaxed 120, Paradise 180.
- The radiation line enforces the timer. Default drop is 0.45 m/s, 0.09 m/s while you are unconscious.
Layer table
| # | Name | Environment / resources | Enemies | Traps | Exit | Average °C | Minimum °C | Maximum °C | Status |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Gravel Lands | Cavernous, cold layer of small interconnected caves; light rock, gravel, soil and clay with groundwater pools. | Shade crawler | Geyser, Jump pad, Spike trap | Bottom transition | 15.0 | 12.6 | 18.5 | 1 source · community wiki |
| 2 | Deeper Gravel Lands | Direct continuation of the gravel lands; main threats are darkness and flooding. | Shade crawler, Cave tick | Geyser, Jump pad, Spike trap, Barbed fence, Bear trap, Cave tick spawner | Bottom transition | 17.5 | 12.5 | 21.4 | 1 source · community wiki |
| 3 | Dried Desert | Spacious cave of sand, sandstone and granite; tall drops make mistakes punishing. | Shade crawler, Sand stalker | Jump pad, Barbed fence, Bear trap, Turret, Stalactite, Landmine, Waste pipe | Bottom transition | 26.6 | 12.4 | 35.6 | 1 source · community wiki |
| 4 | Wasteland | Radioactive layer sharing characteristics with the dried desert. | None listed (radiation hazard) | Jump pad, Turret, Coil, Stalactite, Landmine, Waste pipe, Sound cannon, Spent fuel | Bottom transition | 25.8 | -20.4 | 38.6 | 1 source · community wiki |
| 5 | Overgrown Depths | Overgrown Depths (The Jungle): dense vegetation, edible plants, tree sap and groundwater; no turrets or landmines; Elder thornbacks. Continues to Frozen Chasm in full release. | Shade crawler, Sand stalker, Cave tick, Overgrown tick, Tentacle-plant, Thornback, Elder thornback | Geyser, Jump pad, Spike trap, Bear trap, Cave tick spawner, Skullcrusher, Banana-plant, Coil | Bottom transition | 21.8 | 5.6 | 31.5 | 1 source · community wiki |
| 6 | Frozen Chasm | Freezing cold is the main danger; move between ion space heaters, heatferns and life-pods. | Shade crawler, Snow strider | Gunmine, Turret, Spike trap, Fan trap, Geyser, Jump pad, Bear trap, Icicle, Ice stalagmite | Bottom transition | -30.6 | -33.0 | -24.0 | 1 source · community wiki |
| 7 | Fungal Pools | Fungus-themed tiles, traps and enemies; constant rain makes sleeping while wet deadly. | Shade crawler, Cave tick, Overgrown tick, Grabber-shroom | Sawblade, Sidestabber, Dropshroom, Bear trap, Jump pad, Cave tick spawner | Bottom transition | 17.8 | 14.2 | 23.2 | 1 source · community wiki |
| 8 | Crystalline Hollow | Built around using some crystals and avoiding others; very large drops and a flying crystal enemy. | Manifestation | Crystal, Geyser | Bottom transition | 18.5 | 16.9 | 20.7 | 1 source · community wiki |
| 9 | Geothermal Vents | Extreme heat and magma; air pressure builds in the lower half and can cause barotrauma. | Laser Drone, Cryo Drone | Sawblade, Piston, Fan trap, Bear trap, Lava Geyser, Lava lamp, Stalagmite | Bottom transition | 20.9 | 10.7 | 40.8 | 1 source · community wiki |
| 10 | Where We Must Reach | Deepest layer; cargo and drill-pod return. Air pressure rises; no layer modifier. Endless cargo returns to Gravel Lands. | None | Spike trap, Barbed fence, Bear trap, Turret, Ceiling turret, Landmine, Coil, Spent fuel, Sound cannon, Skullcrusher, Sawblade, Piston, Fan trap, Geyser, Stalagmite | Cargo / drill-pod return | 1 source · community wiki | |||
| 11 | Crimson Ascent | Final layer; the drill pod breaks down and the exit is at the top, on the surface. | None | None | Up to surface | 1 source · community wiki |
Layer 1
Gravel Lands is the first preparation area, with shade crawlers and basic traps. The current wiki now supplies simplified ambient-temperature curves for layers one through nine, replacing this guide’s earlier missing-data statement. These are published default curve values, not live measurements; layers ten and eleven have no numeric temperature panel in the source read.
Layer 4 radiation
Wasteland is the radioactive layer. The creature cell is empty in the notes. Traps include the sound cannon and spent fuel. This is the hazard the home panel points at.
Endless and the exit
On layer 10 you take the cargo and ride a drill pod up. In Endless the cargo sends you back to layer 1 instead of an ending. Layer 11 is a climb to the surface after the drill pod fails. The demo only has five layers and, per the wiki trivia, going below layer 5 loops you into Deeper Gravel Lands.


Questions
How long is one layer?
The default run setting is 60 minutes. Relaxed is 120 and Paradise is 180. The radiation line is what enforces it.
How many layers are there?
11 on Steam and on the publisher page. The wiki home page says 12. I print both.
Related guides
Sources
| Source | Checked |
|---|---|
| Steam store page | 2026-11-12 |
| Oro Interactive game page | 2026-11-12 |
| Miraheze wiki | 2026-11-12 |
| Miraheze — Layers | 2026-11-12 |