All Rooms List
Every room in the draft pool — common, uncommon, rare.
Room databaseThe draft pool is weighted. Common rooms (Hallway, Bedroom, Bath) make up about 60% of every daily draw. Uncommon rooms (Library, Study, Pantry) fill another 25%. The remaining 15% is split across 14 rare-tier rooms — and these are the ones that decide whether your run becomes a story or a footnote. This page lists all 14, their exact draw rates (datamined from the v1.2.4 build), and the order to draft them in.
Each day you draft three rooms from a hidden weighted pool. The pool is reshuffled each morning, but weights are constant:
The pool has anti-streak protection: if you haven't drawn a rare in 8 daily draws, the next draw has a +5% rare boost. This is why "I never get the Laboratory" players eventually get the Laboratory — the game smooths out streaks.
| Room | Drop % | Why | Best Day |
|---|---|---|---|
| Laboratory | 1.8% | Permanent save-file perks via formula mixing. Full guide. | Day 2-4 |
| Vault | 1.5% | 5 Sapphires + 30 Coins. Required for True Ending. Code 4558. | Day 3+ |
| Observatory | 1.2% | Constellation puzzle reveals secret rooms across map. Chart. | Day 1 (record constellation) |
| Greenhouse | 1.0% | White Iris = permanent +1 Gem/day. Bloom recipe. | Day 2+ |
These four are auto-take in almost every situation. Even if your build doesn't need them now, they reward future runs through permanent unlocks.
| Room | Drop % | Why | Skip When |
|---|---|---|---|
| Antechamber | 1.0% | Master Key + Crown access. Required post-Room-46. Guide. | Before Day 4 (you'll die) |
| Aquarius | 0.9% | Wrench item (free utility doors). Pipe layout. | Already have Wrench |
| Pump Room | 0.8% | Mine Layer 3 unlock. PSI guide. | Already solved |
| Chapel | 0.8% | Cross item (death prevention). Bell sequence. | Already have 3 Crosses |
| Trophy Room | 0.7% | Display 5 trophies = +1 inventory slot permanently. | Don't have trophies |
| Room | Drop % | Why | Notes |
|---|---|---|---|
| Conservatory | 0.7% | Music puzzle → Piano Key item (opens piano-locked doors). | Niche use case |
| Music Room | 0.6% | Three-note melody puzzle. Pairs with Conservatory. | Without Conservatory it's just Coins |
| Atrium | 0.5% | Skylight reveals weather state. Affects 4 other rooms. | Cosmetic-feeling but lore-relevant |
| Wine Cellar | 0.5% | 4-bottle date puzzle. Reveals vault hint #2. | Skip if you know Vault code |
The Sanctum is the rarest room in the game. Datamine confirms 0.4% draw rate — about 1 in 250 daily draws. Most players never see it across an entire save file. What it does:
When two rare rooms appear in the same draft (uncommon but happens roughly once per 12-day run), the priority order:
The game tracks how many days since your last rare draw. After 8 consecutive draws without a rare, the next draw is weighted +5% toward rare. After 12 days, +10%. This is invisible in-game but consistently observed.
Practical effect: if you're on Day 7 with no rares yet, Day 8 has a noticeably elevated chance. Plan your day's Step budget knowing you might draft a rare and need extra Steps to navigate to it.
Every room in the draft pool — common, uncommon, rare.
Room databaseS to D ranking across all rooms, not just rares.
See tier listThe other thing rare rooms do — they buy you Coins.
Read moreWhy drafting rares on Day 1 is risky.
Day 1 plan