30 Floors Up Co-Op Survival Guide: What 4 Players Can Do
A 30 Floors Up session supports up to four players total. Here is the survival work a group can share — food, water, barricades, quiet movement, rooftop shelters and escape planning — and how to divide that work across the group.
Quick answer
A 30 Floors Up session supports up to four players total — you plus up to three friends — and it also runs solo. The description lists the survival work a group shares rather than fixed per-player roles, so the split is a plan your group agrees on.
- Maximum group size: four players total, or play solo.
- Daily survival: scavenge food, store water, barricade the apartment and stay quiet in zombie-filled hallways.
- Longer-term work: build rooftop shelters, craft escape plans and discover new routes.
- Side work: help neighbors and uncover secrets.
- Endgame: choose between waiting for rescue and attempting an escape.

What a four-player group can actually do
30 Floors Up can be played solo or with up to three friends, for a maximum of four players in one session. The exact joining procedure belongs on the how to play with friends page; what matters here is what the group does once everyone is in.
The description lists the session's survival work rather than assigning named roles. That work is scavenging food, storing water, barricading the apartment, staying quiet while zombies fill the hallways, building rooftop shelters, crafting escape plans, discovering new routes, helping neighbors, uncovering secrets, and finally choosing between waiting for rescue and attempting an escape. That is the real answer to what four players can do together. How you divide it is a coordination decision your group makes around those activities.
The challenge is framed around surviving a 100-day session, so treat the activities as recurring work. Food, water, barricades and quiet movement are not a one-time opening checklist; they are the parts of the session you keep returning to while the longer-term work develops.
The daily survival layer: supplies, barricades and noise
Four of the named activities form the day-to-day layer: scavenge food, store water, barricade the apartment, and stay quiet while moving. They connect because each one protects the group's ability to keep moving through the building.
Food and water are described as personal upkeep. Each player should keep food and water stocked, because being hungry or thirsty can stop you from running. That consequence is why the routine matters: in a building where zombies fill the hallways, losing the ability to run is a serious problem at exactly the wrong moment. Storing water is the reserve side of the same routine; it is what helps when supplies run short. The food guide and water storage guide go deeper on those supplies, while the scavenging guide covers gathering them.
Barricading the apartment is listed as protection. It belongs alongside quiet movement: the barricade protects the apartment, while quiet movement limits the noise that draws zombies in the hallways. For a group, noise is a shared concern. Zombies are drawn to noise, and when the group moves together, noise from any player is still noise in the hallway the group is using. That makes quiet a group rule rather than a task one person can finish for everyone. The stealth guide, hallway zombies guide and zombie guide cover the danger in more detail; the how to barricade apartment and apartment defense guide pages cover the defensive side.
Rooftop shelters are for rest and planning
Players can build rooftop shelters to have a place to rest and plan. That is the purpose the description gives them. For a co-op group, the shelter is a natural pause point: somewhere to compare what everyone has found and settle the next move before heading back into the building. The rooftop shelter guide covers the structure itself.
Escape plans, routes, neighbors and secrets
The description also names longer-term work: craft escape plans, discover new routes, help neighbors and uncover secrets. These are not a separate game from survival. They feed into the end-of-session choice between waiting for rescue and risking a way out, so the route information and side work you do while surviving are what shape the escape decision.
The exploration guide, alternate routes guide and locations guide cover route discovery. When the session reaches the choice itself, the rescue or escape page compares the two directions, while the escape guide and wait for rescue guide handle each path. The description frames this as the session's overarching decision, so keep the group aligned on which way you are leaning before anyone commits.
How to split the work across four players
The game description establishes these activities as group session content; it does not spell out per-player roles or supply sharing. So the split is something the group decides, using the listed work as the set of jobs to cover. A straightforward way to organize it looks like this:
| Team focus | Activities from the description | What to coordinate |
|---|---|---|
| Supplies | Scavenge food; store water | Each player's own food and water upkeep, plus a stored-water reserve for shortages |
| Defense and movement | Barricade the apartment; stay quiet in hallways | Protecting the apartment and keeping group noise down |
| Planning | Build rooftop shelters; craft escape plans; discover new routes | A rest-and-plan space and route information for the endgame |
| Community and secrets | Help neighbors; uncover secrets | Side work that feeds into the rescue-or-escape decision |
| Final choice | Wait for rescue or attempt an escape | A group conversation before committing |
The labels in the first column are organizing aids, not in-game roles. The supplies row is the one with a clear per-player element: the description says food and water upkeep applies to each player, so every member of the group should keep their own needs in view. The defense row is a shared area of attention rather than a shared game state: it groups the apartment barricading and quiet hallway movement the description lists, and your group decides how to cover that work. The planning and community rows can be split between players, but they remain areas of attention rather than classes the game assigns.
For a full group of four, one workable arrangement is for one player to lead on supplies, one on the barricade and noise discipline, one on the rooftop-shelter and route work, and one on neighbors and secrets. With two or three players, combine the rows. The point is not that the game enforces this division; it is that each area of named work has someone watching it. Everyone should still keep their own food and water in view, and the group should stay aligned on the rescue-or-escape call.
What changes with fewer players
The session also supports solo play. The description lists one set of activities for the session rather than separate sets by group size, so this page treats that work as the plan for a two- or three-player group. It is covering the same listed work with fewer people, which makes combining rows and rotating attention more important. The solo survival guide covers the one-player version, and the 100 day survival guide covers the longer session arc.
Keep the plan practical
The description gives your group a broad set of survival activities but leaves the division to you. That is enough to organize a session: decide who is watching supplies, who is handling defense and quiet, who is pushing the planning work, and when the group will talk about rescue versus escape. Use the table as a way to make sure the named work is covered, not as a claim that the game assigns those jobs.
Related Guides
Playing With Friends and Party Size
Play solo or bring up to three friends, and see how the four-player party limit differs from the server cap.
Where to Scavenge Food and Water
Run supply trips through the building safely: what to loot first, what to watch for, and why supplies come first.
What Barricading Your Apartment Does
See what an apartment barricade actually keeps out, how it fits the survival loop, and when to re-check it.
Escaping Instead of Waiting for Rescue
Learn how escape plans, route discovery and quiet hallway exploration give you an active way out of the building.
