30 Floors Up Guide: Water, Food, Noise and Your First Week on Floor 30
30 Floors Up is a cosy, day-by-day survival story. You are stuck on the 30th floor while goofy green Shamblers shuffle around outside. Each day brings a story card, a few actions and one big question: what will this cost me? Here is how our first three days went.
By Zaib · Updated 20 October 2026 · Free to play, no download
30 Floors Up is not an action game. Nobody fights anybody. You live in a cosy cartoon flat, read a story card each morning, choose what to do with your day and then see what the night brings. The Shamblers are wobbly, green and more silly than scary, which is why it suits younger players as well as grown-ups.
Along the way it quietly teaches real ideas about staying safe at home in an emergency: keep water, use food that spoils first, never use a stove in a closed room.
Our first three days
Day 1: Emergency Alert. "BZZT! Every phone in the city buzzes: *Stay indoors. Power may fail soon.*" The choice: Fill the bathtub! (+40 litres of water) or Charge my phone first (+15 litres and a little morale). We filled the tub. *"Glug glug glug. 40 litres saved in the tub just before the lights go out. Smart!"* Our water jumped from 6 to 46 litres.
Then we used our actions: Scavenge found some extra food (but noise went from 5 to 13), and Look out of the window cheered us up a little (morale 70 to 74). At End day, the night summary showed we drank 2 litres, ate 2,000 calories, and that there were "more of them..." outside.
Day 2: Barricade! "You hear shuffling feet in the hallway." The choice: Couch AND bookshelf (barricade +70 but noise +30) or Just the couch, slowly (+40, noise only +8). We went quietly. Then we Fortified (+18 barricade, +18 noise), which unlocked Siege Rule 1: Noise is a dinner bell. Noise had shot up to 32, so we Rested (health to 100, noise down 12). That night the barricade lost 6 points, to 52.
Day 3: The Toilet Problem. No power means no flushing. A sealed bucket with a lid costs a tiny bit of morale but keeps you healthy, and unlocked Siege Rule 2. Ignoring it costs 10 health and 8 morale. We chose the bucket, then opened Craft for the first time.
The lesson from three days: every choice trades one thing for another. Strong barricades are noisy, scavenging is noisy, resting is quiet but uses an action. The fun is finding the balance.




The numbers on screen
| Stat | What it means |
|---|---|
| 💧 Water | Litres left. You drink about 2 a day |
| 🍞 Food | Calories left. You eat about 2,000 a day on Normal meals |
| ❤️ Health | Drops if you go hungry, thirsty or ignore hygiene |
| 😊 Morale | How cheerful you feel |
| 🍽️ Fullness | How well fed you are today |
| 🔊 Noise | Noise attracts Shamblers to your door |
| 🛡️ Barricade | How strong your door is. It wears down each night |
| 🧟 Shamblers | How many are outside |
You can also choose Light or Normal meals. Light meals stretch your food, but you get hungrier.
Your daily actions
You get 3 actions a day in the apartment:
| Action | What it does |
|---|---|
| 🔨 Fortify | Strengthens the barricade, but is noisy |
| 🌧️ Catch rain | Collects water when it is raining |
| 🔍 Scavenge | Searches the flat for food or supplies; a bit noisy |
| 🪟 Look out | A small morale boost |
| 😴 Rest | Restores health and lowers noise |
| 🪣 Trade | Swap with neighbours, once you meet them |
| 🛠️ Craft | Make useful things, like rain bowls or quiet padding |
| 📻 Radio | Listen for news, once you have a radio |
Icons on each button show what will change, so you can always see the cost before you choose.
The Siege Rules
As you play you unlock Siege Rules, which are collected in your Journal:
- Noise is a dinner bell. Rest quietly to let Shamblers drift away.
- Waste goes in a sealed bucket.
- No stove in a sealed room. Camping stoves make invisible fumes. Use blankets instead.
- Count every calorie. Eat food that spoils first and save the tins.
- Every sound is a signal. Use the radio only for a moment.
- Lean food isn't enough. You need fats and carbs too.
- Boil it or sun it. Rainwater needs boiling, or a day in clear bottles in full sun.
They are real safety tips, explained simply.
Tips for surviving
- Always fill the bathtub on Day 1. 40 litres is a huge head start.
- Eat the fridge food first. Bread, milk and eggs spoil; tins keep.
- Rest after noisy days. If noise is over about 30, rest before you end the day.
- Keep the barricade topped up. It loses a few points every night, and from Day 2 a barricade at zero lets them squeeze in.
- Craft Quiet padding early. It makes fortifying quieter.
- Catch rain whenever it rains.
What happens if things go wrong?
Nothing harsh. If the barricade fails, *"You hid in the closet until they got bored and shuffled away. Phew!"* If your health runs out, you curl up and rest. Either way, you simply try that day again. The game saves at the start of each day.
The story
Chapter 1, The Apartment, runs up to Day 30, The Great Escape: wind an alarm clock, drop it down the garbage chute so it rings far below, and climb the maintenance shaft to the roof while every Shambler follows the noise. On the way you meet Mrs. Wren downstairs, see messages painted on the bank roof across the street, and deal with a fire on floor 11.
Chapter 2, The Roof, is a whole new challenge, with a giant water tank, a tent, a rooftop garden, pigeons and a kite across the gap to a neighbour, all the way to Day 60.
FAQ
Is it scary?
No. The Shamblers are goofy and there is no fighting or gore.
How long is the game?
60 days of story across two chapters. Each day takes a minute or two.
Is my progress saved?
Yes, on your device, at the start of each day.



