DOORS Complete Guide (October 2026): the 60 Entities, the 6 Floors, Knobs, Items and Codes
Posted: Sun Oct 25, 2026 6:21 am
Quick Summary
DOORS is a round-based game, not an open world. You load into a lobby, stand at an elevator, choose a floor and go in. Each floor is a chain of numbered rooms joined by doors, and the door numbers are the only map you get. The Hotel runs 100 rooms, The Mines runs another 100, and the goal in each is to reach the last door and get out.
The studio behind it is LSPLASH, working with RediblesQW. The game first released on 10 August 2022, and it has grown by adding one large floor at a time rather than by reskinning the same one. Roblox lists it at 7.9 billion visits, 8,324,702 favourites, a Mild maturity rating, and 50 players per server, which is the number that matters most for how the game plays: you are almost never alone in a run.
The single most important mechanic is hiding. Wardrobes, closets, iron lockers, beds, vents and dumpsters all work. Rush and Ambush both check whether you are in one before they damage you. Entities that do not check, like Eyes, punish you for looking rather than for standing still, so the two failure modes are opposite and it is worth learning which is which.
Death is not the end of a run. You get a Death Screen with a tip from Moonlight on how to avoid the thing that killed you, your stats for the round, and the Knobs you banked. Revives are a real currency, bought with Robux or handed out for free if you join the LSPLASH group, and they are the reason a good lobby can carry a weak player through the back half of The Mines.
The floor structure
The wiki counts 2 released main floors, 4 released subfloors and 3 floors confirmed as upcoming. The whole game adds up to roughly 3,828 doors, or 3,927 if you count The Stairwell's landings, excluding Daily Runs because their length varies.
Subfloors are entered from inside the main floors, and most of them need a Skeleton Key. The Backdoor is the exception, and since The Archives update went live all subfloors have been permanently free to access once you have found them once. That change is worth knowing if you skipped a subfloor on release and went back later.
Moonlight handles the death messages in main floors. Starlight handles them in subfloors, and her tips are deliberately vaguer than Moonlight's. The buffer of rooms you can leave behind before Void swallows them tightens as you go: 5 rooms at the start, 4 from Door 64, and 3 from Door 80 to the end. That is the real clock in a multiplayer run, not a timer.
The entities, by what they want from you
The wiki lists 60 entities in game. The split by floor is 24 in The Hotel, 27 in The Mines, 13 in The Archives, 13 in The Outdoors and 4 in The Backdoor, with The Stairwell carrying its own cluster of exclusive names. Rather than listing all of them, here is the part that actually changes how you play, grouped by the thing they check.
They check if you are hiding
Items are found in containers like drawers, bought in the Pre-Run Shop, or picked up from Jeff's Shop. They do not carry over between runs unless you stash one in a Rift, so the decision of what to buy happens in the elevator, before you know what the floor will throw at you.
The one item worth planning a run around is the Crucifix. It is the only reliable answer to Seek and to Void, both of which appear in the back half of every main floor, and it is the reason experienced players often run with an empty slot reserved for it.
Knobs and codes
Knobs are the main currency, and the wiki is specific about how they are earned:
If you want the Robux prices, the Lobby Store sells 250 Knobs for 49 Robux, 600 for 99, 1,300 for 199, 2,800 for 399, 6,000 for 699 and 16,000 for 1,799, with a 5x Knob Boost for 129. The wiki also notes that buying LSPLASH UGC accessories awards 200 Knobs and 1 Revive per item, which is the cheapest route if you already want the cosmetic.
What changed in the last two months
The October 2026 state of the game is dominated by two updates. The Archives Update on 28 August 2026 replaced The Rooms with The Archives, added 12 new entities including Honcho, Drone, Teller, Alma and the Forget-Me-Nots, and reworked A-60 into Bash, A-90 into Ransom and A-120 into Scribbles. It also made every subfloor permanently free once discovered, which is the biggest structural change of the year for returning players.
The Access Granted Update on 2 October 2026 expanded The Stairwell. That update added the Cobbler's Shop, Crushers, Vents, Depot Grinders, 16 new achievements, the Coin Roll, Peach Cobbler and Scanner Module items, and brought back the Starlight Jug and Scanner. It had been planned for 18 September and was pushed to 2 October after the whole LSPLASH team fell ill.
Then The Candy Vault landed on 22 October 2026. It is a Halloween vision set inside The Estate, with 52 rooms including the spawn room, exclusive entities Weavelings and Socker, and a R.I.P. Terminal on every few landings that offers three run modifiers, two free and one that costs Candy. That is the current live content, three days old as of this writing.
FAQ
Is DOORS free to play?
Yes. The game is free, all subfloors are free to access once you have found them once, and you can earn Knobs by playing rather than buying them. What costs Robux is the Lobby Store: Knobs, Revives, Stardust, Boosts and Item Skins. The Roblox page description hands out a free Revive to anyone in the LSPLASH group, which is the cheapest revive in the game.
What floor should I start on?
The Hotel. It is the first main floor, it has the smaller entity pool at 24, and it teaches every mechanic the rest of the game uses. The Mines is where most players stall, because Seek becomes the main antagonist and the entity count goes up to 27.
How do I survive Rush and Ambush?
Hide before they arrive, not after. Rush gives about 1.5 seconds of light flicker before it moves, and the wiki says to expect it about 10 seconds after opening a door, with roughly 3 seconds between hearing it and it reaching your room. Ambush gives a scream instead of a flicker, and it comes back for a second and third pass, so stay in the hiding spot until you are sure it has despawned rather than leaving on the first pass.
Does a Crucifix kill Seek?
No. It stuns Seek for a few seconds and then breaks. Seek resumes the chase. Use it to buy time to reach the exit room, not to end the fight.
Why did my run end with no Knobs?
Two penalties cancel or cut your payout. Dying in the first ten rooms with modifiers active cancels all Knob gains, and dying in The Mines without the Rock Bottom achievement reduces the gain by 10 percent. The Gold conversion cap of 500 Knobs is the third reason a long run can pay less than expected.
Is The Stairwell still locked behind The Mines?
No. The Access Granted Update on 2 October 2026 made it reachable from the Lobby, which it was not at launch. The guaranteed in-run entrance is still Door 152 in The Mines, and there is a chance based manhole entrance through Doors 170 to 180 that needs a Skeleton Key.
Sources
- DOORS is LSPLASH's multiplayer Roblox horror game. You climb into an elevator, pick a floor, and work through numbered rooms while things that want you dead come through the doors.
- There are 60 entities in game right now, spread across two main floors and four subfloors. The Hotel and The Mines are the main pair. The Backdoor, The Archives, The Outdoors and The Stairwell sit underneath them.
- Rush and Ambush are the two threats most new players die to. Rush breaks the lights and hits anyone standing in its line of sight for 125 damage. Ambush does 100 and comes back for a second and third pass.
- Knobs are the currency. You earn them by opening doors, finishing floors, collecting Gold, playing with friends and redeeming codes. They buy items in the Pre-Run Shop, which is the only place to get the tools that stop an entity mid-attack.
- This guide covers the floor structure, the entity roster, the item economy, and the current October 2026 state of the game.
DOORS is a round-based game, not an open world. You load into a lobby, stand at an elevator, choose a floor and go in. Each floor is a chain of numbered rooms joined by doors, and the door numbers are the only map you get. The Hotel runs 100 rooms, The Mines runs another 100, and the goal in each is to reach the last door and get out.
The studio behind it is LSPLASH, working with RediblesQW. The game first released on 10 August 2022, and it has grown by adding one large floor at a time rather than by reskinning the same one. Roblox lists it at 7.9 billion visits, 8,324,702 favourites, a Mild maturity rating, and 50 players per server, which is the number that matters most for how the game plays: you are almost never alone in a run.
The single most important mechanic is hiding. Wardrobes, closets, iron lockers, beds, vents and dumpsters all work. Rush and Ambush both check whether you are in one before they damage you. Entities that do not check, like Eyes, punish you for looking rather than for standing still, so the two failure modes are opposite and it is worth learning which is which.
Death is not the end of a run. You get a Death Screen with a tip from Moonlight on how to avoid the thing that killed you, your stats for the round, and the Knobs you banked. Revives are a real currency, bought with Robux or handed out for free if you join the LSPLASH group, and they are the reason a good lobby can carry a weak player through the back half of The Mines.
The floor structure
The wiki counts 2 released main floors, 4 released subfloors and 3 floors confirmed as upcoming. The whole game adds up to roughly 3,828 doors, or 3,927 if you count The Stairwell's landings, excluding Daily Runs because their length varies.
| Floor | Type | Rooms | Released | Notes |
| The Backdoor | Subfloor | Run based | 15 March 2024 | Only subfloor reachable from the Lobby without a Skeleton Key, once Detour is unlocked. Home of Haste and Blitz. |
| The Hotel | Main floor | 100 (101 with The Reception) | 10 August 2022 | First main floor. Figure boss at The Library and The Electrical Room, two Seek chases. |
| The Mines | Main floor | 100 (101 with The Adit) | 30 August 2024 | Second main floor. Seek is the main antagonist here, with a boss fight in The Dam. |
| The Outdoors | Subfloor | Bridge | 10 August 2025 | Starts inside The Hotel and leads into The Mines, so it is a bridge rather than a detour. |
| The Archives | Subfloor | Detour | 28 August 2026 | Replaced The Rooms. 13 entities, including Honcho and the Forget-Me-Nots. |
| The Stairwell | Subfloor | 99 (100 with the start room) | 28 August 2026 | Guaranteed at Door 152 in The Mines. Expanded by the Access Granted update on 2 October 2026. |
Moonlight handles the death messages in main floors. Starlight handles them in subfloors, and her tips are deliberately vaguer than Moonlight's. The buffer of rooms you can leave behind before Void swallows them tightens as you go: 5 rooms at the start, 4 from Door 64, and 3 from Door 80 to the end. That is the real clock in a multiplayer run, not a timer.
The entities, by what they want from you
The wiki lists 60 entities in game. The split by floor is 24 in The Hotel, 27 in The Mines, 13 in The Archives, 13 in The Outdoors and 4 in The Backdoor, with The Stairwell carrying its own cluster of exclusive names. Rather than listing all of them, here is the part that actually changes how you play, grouped by the thing they check.
They check if you are hiding
- Rush: flickering lights for about 1.5 seconds, then it dashes through rooms and smashes the lights behind it. 125 damage to anyone in its line of sight who is not hiding. It spawns around every 10 doors, from Door 3 to Door 98 in The Hotel and Door 103 to Door 197 in The Mines. It will also spawn during a Seek crescendo.
- Ambush: a high pitched scream, then it passes through rooms and rebounds, up to 2 times before it despawns. 100 damage, which does not quite kill at full health. Its raycast range is slightly larger than Rush's, so you need to be farther away to dodge it by distance alone.
- Dupe: puts up fake doors with wrong numbers, up to 8 or 9 in one room, and scrambles the numbers on every door you have already passed. 40 damage. Listen for the quiet rumble or the ambient sound behind a real door, because both are reliable tells.
- Eyes: spawns as a cluster of 38 coloured eyes in a purple or blue aura when you open a door. 3 to 10 damage per tick, scaled by how close to the centre of your screen it is. In The Mines it can teleport. Look at the floor, not the wall.
- Screech: makes a "psst" and bites for 40 damage if you do not look at it in time. It spawns directly behind you, most often on the ceiling, at eye level or on the floor. It is client sided, so nobody else in your lobby sees it happen.
- The Figure: blind, and it hunts by sound. It is a boss in The Library and The Electrical Room, and a mini boss in The Shafts. Any noise you make is the tell.
- Seek: instant death on contact, and it runs as scripted chase sequences rather than as a roaming threat. A Crucifix stuns it for a few seconds rather than banishing it, which is the single most useful thing to know before your first Hotel chase.
- Void: the blackout that closes the door, dims the room and teleports a player back to the last loaded room for 20 to 40 damage. Banishing it with a Crucifix stops the damage but not the teleport.
Items are found in containers like drawers, bought in the Pre-Run Shop, or picked up from Jeff's Shop. They do not carry over between runs unless you stash one in a Rift, so the decision of what to buy happens in the elevator, before you know what the floor will throw at you.
| Item | What it does | Where it comes from |
| Crucifix | Single use. Immobilises and nullifies one entity, then breaks. 500 Gold at Jeff Shop, 300 Knobs at the Halloween Spotlight Pre-Run Shop. | Jeff Shop, Pre-Run Shop |
| Flashlight | Light source. Lets you check a dark room without waiting for a Screech spawn. | Containers, Pre-Run Shop |
| Lighter | Cheap light source with a short radius. Good for the first 20 doors. | Containers, Pre-Run Shop |
| Skeleton Key | Opens the locked subfloor doors, including the guaranteed entrance to The Stairwell at Door 152. | Jeff Shop, chance drops, trading with Louie |
| Lockpick | Opens locked doors without consuming the key, so it preserves a Skeleton Key for later. | Containers |
| Vitamins | Temporary health boost. Useful in The Mines, where Eyes and Screech chip at you constantly. | Containers, Pre-Run Shop |
| Starlight Jug | Heals 100, gives overheal and a 135 second speed boost. Brought back by the Access Granted update. | Cobbler's Shop, 750 Gold |
| Briefcase | Holds three items, including multiple copies of things your inventory would normally cap at one, like a second Crucifix. | The Archives |
Knobs and codes
Knobs are the main currency, and the wiki is specific about how they are earned:
- Opening numbered doors. Every door gives 1 Knob, excluding Dupe's fake doors.
- Floors completed. Every floor gives 50 Knobs.
- Gold collected. 1 Knob per 20 Gold, capped at 500 Knobs, so collecting past 10,000 Gold stops earning.
- Playing with friends. A 0.1x multiplier per friend, up to 0.3x with three. The friend has to still be there when you die or finish.
- Codes. The wiki lists working codes including LAZYDEVS for 50 Knobs, 3RD for 33, SCREECHSUCKS for 25, and a long run of 5 Knob codes such as DANTDM, KREEKCRAFT, ISHOWSPEED, W and XQC.
- Daily Runs. 25 Knobs and 3 Stardust per escape.
If you want the Robux prices, the Lobby Store sells 250 Knobs for 49 Robux, 600 for 99, 1,300 for 199, 2,800 for 399, 6,000 for 699 and 16,000 for 1,799, with a 5x Knob Boost for 129. The wiki also notes that buying LSPLASH UGC accessories awards 200 Knobs and 1 Revive per item, which is the cheapest route if you already want the cosmetic.
What changed in the last two months
The October 2026 state of the game is dominated by two updates. The Archives Update on 28 August 2026 replaced The Rooms with The Archives, added 12 new entities including Honcho, Drone, Teller, Alma and the Forget-Me-Nots, and reworked A-60 into Bash, A-90 into Ransom and A-120 into Scribbles. It also made every subfloor permanently free once discovered, which is the biggest structural change of the year for returning players.
The Access Granted Update on 2 October 2026 expanded The Stairwell. That update added the Cobbler's Shop, Crushers, Vents, Depot Grinders, 16 new achievements, the Coin Roll, Peach Cobbler and Scanner Module items, and brought back the Starlight Jug and Scanner. It had been planned for 18 September and was pushed to 2 October after the whole LSPLASH team fell ill.
Then The Candy Vault landed on 22 October 2026. It is a Halloween vision set inside The Estate, with 52 rooms including the spawn room, exclusive entities Weavelings and Socker, and a R.I.P. Terminal on every few landings that offers three run modifiers, two free and one that costs Candy. That is the current live content, three days old as of this writing.
FAQ
Is DOORS free to play?
Yes. The game is free, all subfloors are free to access once you have found them once, and you can earn Knobs by playing rather than buying them. What costs Robux is the Lobby Store: Knobs, Revives, Stardust, Boosts and Item Skins. The Roblox page description hands out a free Revive to anyone in the LSPLASH group, which is the cheapest revive in the game.
What floor should I start on?
The Hotel. It is the first main floor, it has the smaller entity pool at 24, and it teaches every mechanic the rest of the game uses. The Mines is where most players stall, because Seek becomes the main antagonist and the entity count goes up to 27.
How do I survive Rush and Ambush?
Hide before they arrive, not after. Rush gives about 1.5 seconds of light flicker before it moves, and the wiki says to expect it about 10 seconds after opening a door, with roughly 3 seconds between hearing it and it reaching your room. Ambush gives a scream instead of a flicker, and it comes back for a second and third pass, so stay in the hiding spot until you are sure it has despawned rather than leaving on the first pass.
Does a Crucifix kill Seek?
No. It stuns Seek for a few seconds and then breaks. Seek resumes the chase. Use it to buy time to reach the exit room, not to end the fight.
Why did my run end with no Knobs?
Two penalties cancel or cut your payout. Dying in the first ten rooms with modifiers active cancels all Knob gains, and dying in The Mines without the Rock Bottom achievement reduces the gain by 10 percent. The Gold conversion cap of 500 Knobs is the third reason a long run can pay less than expected.
Is The Stairwell still locked behind The Mines?
No. The Access Granted Update on 2 October 2026 made it reachable from the Lobby, which it was not at launch. The guaranteed in-run entrance is still Door 152 in The Mines, and there is a chance based manhole entrance through Doors 170 to 180 that needs a Skeleton Key.
Sources
- Roblox: DOORS game page, visit and favourite counts, maturity rating, server size and the current description
- Official DOORS Wiki: DOORS, the developer and release details
- Official DOORS Wiki: Floors, the door count, subfloor access rules and the Void room buffer
- Official DOORS Wiki: The Hotel, 100 rooms and the main and recurring entity list
- Official DOORS Wiki: The Mines, 100 rooms and the Rock Bottom achievement requirement
- Official DOORS Wiki: Entities, the 60 entity total and the per-floor counts
- Official DOORS Wiki: Rush, 125 damage, the flicker timing and the spawn doors
- Official DOORS Wiki: Ambush, 100 damage and the rebound limit
- Official DOORS Wiki: Seek, the chase sequences and the Crucifix stun behaviour
- Official DOORS Wiki: Dupe, 40 damage, the fake door count and the rumble tell
- Official DOORS Wiki: Eyes, the 38 eyes, the per-tick damage and the teleport in The Mines
- Official DOORS Wiki: Screech, the 40 damage bite and the client sided behaviour
- Official DOORS Wiki: The Figure, the sound-based boss behaviour
- Official DOORS Wiki: Void, the 20 to 40 damage and the banish rule
- Official DOORS Wiki: Hiding, the hiding spot list
- Official DOORS Wiki: Items, the item categories and the run-only rule
- Official DOORS Wiki: Crucifix, the usage rule and the current and previous prices
- Official DOORS Wiki: Knobs, the earning rules, the 500 cap and the friend multiplier
- Official DOORS Wiki: Shops, the five shops and the Robux prices for Knobs
- Official DOORS Wiki: Codes, the working code list and the redemption responses
- Official DOORS Wiki: Death Screen, the Knob gain breakdown and the early death and skip penalties
- Official DOORS Wiki: Modifiers, the Rock Bottom requirement and the difficulty colour coding
- Official DOORS Wiki: The Archives Update, the new entities and the permanent subfloor access change
- Official DOORS Wiki: Access Granted Update, the Stairwell expansion, new items and the release delay
- Official DOORS Wiki: The Stairwell, the Door 152 entrance and the salvage economy
- Official DOORS Wiki: The Candy Vault, the 52 rooms and the R.I.P. Terminal modifiers
- Official DOORS Wiki: Controls, the PC, console and mobile key bindings