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The Floor Above News

10 000+ Wishlists — Thank You! 🎉

[p][/p][p]In the past few days we’ve crossed the 10 000+ wishlist mark, and we managed to achieve this in less than a month (!).[/p][p][/p][p]For a small indie team like ours, this is huge. It means more visibility, more support, and more confidence that our game is resonating with people. None of this would have happened without your support.[/p][p][/p][p]Thank you to everyone who played the demo, shared feedback, talked about the game, and of course wishlisted the game in anticipation of full release. We can’t wait to show you how intriguing, deep and captivating Mike’s story is. [/p][p][/p][p]Just a few more months.[/p][p][/p][p]Thank you once more, and see you on the floor above! [/p][p][/p][p]Join our Discord and follow us on X / Twitter.[/p]

Devlog #2. What’s Next?

[p]Last time, we talked about how the room and its inhabitants came to be, the little clues hidden inside, and how The Floor Above ties into the future games in the series.[/p][p]
Today we want to be a bit more practical — to share our plans: will there be demo updates, when the release is coming, what platforms we’re aiming for, and a few other things.
[/p][p]So, here’s what’s next for The Floor Above:[/p][p][/p][h3]🔧 Optimize for Steam Deck[/h3][p]The demo doesn’t support Steam Deck yet, but we’re already working on it. You’ll be able to play The Floor Above on Deck in the next few weeks. This update will also bring full controller support for PC.[/p][p]In light of the recent events, we can also confirm the support of Steam Machine when it’s released. [/p][p][/p][h3]🎄 Holidays Demo Update[/h3][p]We’re preparing something special for the holiday season. Mike will find himself in a slightly cozier room — but that won’t save him from the nightmare аs the place will feature new anomalies. More details soon.[/p][p][/p][h3]🕹️ Full Game Release[/h3][p]We’re planning to release The Floor Above in Q1 2026, and right now it looks like a realistic goal.[/p][p][/p][h3]🧠 Exploring a VR Version[/h3][p]You’ve asked us about this many times — and we agree, the room format really fits VR. If the game does well and gets positive feedback after launch, we’ll definitely consider it. For now, though, the priority is the full PC release.[/p][p][/p][h3]🎮 Other Platforms[/h3][p]We’re also thinking about consoles and mobile versions, but as you might guess, that requires more time and people than our small indie team currently has.[/p][p][/p][p]That’s it — short and simple. Thanks for reading and for being here with us![/p][p][/p][p]Join our Discord and follow us on X / Twitter for updates.[/p]

Devlog #1. Our First Room: How The Floor Above Started

[p]The Floor Above is a trial run for us in a sense. Although we all have been working on different projects for quite a long time, this was our first attempt at making something this focused, this narrow in mechanics, but this loaded in atmosphere. So, we encountered many difficulties during our first weeks of development. But they made us smarter and allowed us to create something really exciting.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Why a Room?[/h2][p]The floor is Maksym’s, he’s our lead game designer:[/p][p][/p][p]Before we opened the engine and placed the first chair, the room existed “on paper” for about a month. That month was basically me walking around with the story in my head: who Mike is, how he ended up in this place, who else “lives” in the room and why, why there are “announcers” (or “voices”) and what role they play in the logic of the world. At some point the story stopped being something I was writing and became something that was talking back to me.[/p][p]That’s exactly how Morty the cat appeared. He wasn’t in the initial script. One day he just… showed up in the story and refused to leave. As cats usually do. And in the full version of the game his role will be noticeably bigger — he is not a background meme character, he belongs to the world.[/p][p][/p][p][/p][h2]Early Room Iterations[/h2][p]If we’re being honest — the final room is surprisingly close to the earliest prototype. First we built a general visual: proportions, the main vantage points, what the player sees most of the time. On the second iteration we made the space a little wider and friendlier to camera work. And then, update by update, we started feeding it objects: some purely atmospheric, some supporting upcoming events, some teasing the larger story.[/p][h2]Little Clues in the Room[/h2][p]Because nearly the whole game happens in a single space, every object in that space matters. Some things are narrative anchors, some are mood anchors, some are just quiet jokes and references for the people who follow us.[/p]
  • [p]There is a painting in the room with one of the game’s characters on it. Guessing who that is from the demo alone is hard — but it becomes obvious if you follow our TikTok or play the full version.[/p]
  • [p]The ram’s head on the wall was born out of a reference to Evil Dead 2[/p]
  • [p]The fireplace exists to make the room less hostile. It’s a visual anchor of safety, a thing the eye can rest on. The TV is the opposite of that. Its hiss and interruptions are there to push the player back into tension.[/p]
  • [p]The lighting is deliberately uneven: somewhere it’s warm, somewhere it’s cold, somewhere it’s just dark. It’s to keep a single-room experience from feeling flat.[/p]
[p][/p][h2]Why a Motionless Protagonist?[/h2][p]Because it’s unusual and interesting.[/p][p]We wanted to try a horror scenario where the player can’t do a thing with the position they are in. Mike is literally strapped to a chair. He hears things, sees things, he understands that something is inside the room with him. But he can’t kill it or hide from it. That forced helplessness felt fresh to us.[/p][p]The “loop” in the game is, by the way, not necessarily a loop. Mike in the chair and Mike at the microphone are not the same Mike. And if the person is not the same — then maybe time isn’t the same either. Full version players will have a clearer picture, but for now we wanted to plant that doubt: what if this is not a perfect circle but a slightly broken one?[/p][h2]What Didn’t Make It[/h2][p]Of course we cut stuff.[/p]
  • [p]“Boring anomalies.” We had quite a few of them — disappearing paintings, tiny object swaps, counting how many flowers were in the vase. On paper it made sense, but in practice it’s just not fun to scan walls for the third time. So we left only a minimal amount of such anomalies to avoid oversimplifying the experience, but most of them went away.[/p]
  • [p]Horror references. We had more direct nods to films (for example to the Japanese Ju-On / The Grudge), but some of those we removed because we didn’t want any copyright issues.[/p]
[h2]How This Ties to Future Projects[/h2][p]Mike and Cassandra are connected. In fact, they’re not the only ones connected — there are more people in this world, and each of them got into a situation they did not expect. For some, it will end badly, for some… strangely, for some — redemptively. Right now all of them live only in our heads, so we can’t show them to you yet, but the plan is to tell this story fully, piece by piece, across several projects. The Floor Above is just the opening door.[/p][h2]Ending[/h2][p][/p][p]So that’s how it happened: the game kind of wrote itself first, and only then we started prototyping it. I was “playing” The Floor Above in my head long before we had the first greybox. And, funnily enough, the same thing is happening now with our new game — the story is already growing, characters are already arguing with me, so it’s just a matter of time before we start telling it publicly.[/p][p]— Maksym Neizhmak, lead game designer[/p][p][/p][h2]What's Next?[/h2][p]We will reveal our plans for the future of The Floor Above in the next DevLog. Stay tuned and do not close your eyes for too long! [/p][p][/p]

The Floor Above — Big Demo Update is Live! + New Trailer

[p][/p][p]Hey everyone![/p][p][/p][p]We’re excited to roll out a new update for The Floor Above demo. This patch focuses on improving immersion, atmosphere, and small touches that make the loop feel even more unsettling.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Improved Sound Design[/h2][p]We’ve reworked how the audio behaves in the room — spatial positioning and sound direction now feel much more natural and responsive. Listen closely. That “psst” may be closer than you think, if you know what we mean 🌚[/p][p][/p][h2]New Interactions After Level 9[/h2][p]You can now interact with some things in the room once (or if 👻) you leave the chair. We won’t spoil the experience for you — explore and see what happens.[/p][p][/p][p]We STRONGLY recommend you to touch a TV screen after you're free from the chair.[/p][p][/p][h2]Anomaly Updates[/h2][p]Some anomalies have been updated and polished for a creepier experience. Blink carefully (and don't keep your eyes close for too long!)[/p][p][/p][h2]More About Morty[/h2][p]You’ll find a few new hints about our favorite cat’s story. He’s watching, as always 😼[/p][p][/p][h2]Steam Achievement[/h2][p]Now there's an achievement for you to earn. More — in the full game.[/p][p][/p][h2]Updated Tutorial[/h2][p]The tutorial section has been reworked to better explain the loop mechanics and the choice system. It’s now easier to understand the rules — however still not so easy to feel safe after learning them.[/p][p][/p][h2]Team’s Pets and Other References[/h2][p]Look around — you might notice a few photos of our team’s real-life pets hidden in the environment. A small tribute from the studio to our furry department.[/p][p]There are also other little things referring to our team in the room. Try to find them all.[/p][p][/p][h2]Bug Fixes & Stability[/h2][p]Various minor issues have been fixed to make the demo a more stable and smooth experience.
[/p][p]Thank you for playing and for all your feedback — it helps us shape the full version of The Floor Above.[/p][p][/p][p]SwyTapp Games[/p][p]🪑[/p]

🕯️ The Steam Scream 2025 Demo Update Announcement

[p][/p][p]Something is shifting inside the room.[/p][p][/p][p]This week, on October 24, The Floor Above demo will receive a new update focused on atmosphere, sound, and a few subtle details that make the room feel just a bit more alive.[/p][p][/p][p]Improved spatial audio, refined anomalies, new interactions with the room after you’re free, hints about Morty, and more await.[/p][p][/p][p]Stay alert, listen carefully, and don’t trust everything you see. More details will follow.[/p][p][/p][p]Let’s celebrate and scream together! 👻[/p][p]Wishlist and play the demo now[/p][p]Follow us on X / Twitter[/p]