Rank by job, not by rarity
The 110 rooms split by what they do, not by how rare they are. When you sort them by usefulness, three jobs rise to the top:
- Rooms that make steps or extend the day. More steps mean a deeper run. These almost always earn a door.
- Rooms that fix your draft. Anything that lets you redraw, add, or choose a room turns luck into a plan.
- Rooms that open a puzzle or lock. If a wing needs a key or a lever from a specific room, that room is the best room for the day.
Rooms that rarely earn a door
Dead-end rooms with no utility block routes. They are fine as filler once the spine is built, but drafting one early can wall off the wing you needed.
How to use the tier list
Open the room database and filter by the job you need. A room’s type and description tell you its job faster than its rarity does.