The Eternal Abyss Difficulty Spreadsheet: How to Read Every Tier, Rating, and Rank
A complete guide to The Eternal Abyss difficulty spreadsheet — tier ratings, columns, progression planning, and how to spot outdated community data.
What the Eternal Abyss Difficulty Spreadsheet Actually Contains
The Eternal Abyss is a game with little to no handholding, and losing progress is treated as a normal part of playing rather than a bug. That design philosophy is exactly why the Eternal Abyss difficulty spreadsheet has become required reading for anyone who wants to climb without wasting hours. A spreadsheet can't improve your movement or your nerve, but it removes guesswork: it tells you which towers are realistic for your current skill level and which ones will end your session.
The Eternal Abyss difficulty spreadsheet is a community-maintained document, usually shared through Discord servers and wiki pages, that catalogs towers, citadels, and challenge content with a difficulty tier, a decimal rating, and practical notes. Because the game gives you almost no guidance, this kind of player-built reference fills a real gap.
| What gets tracked | Typical entry detail | Why it matters |
|---|---|---|
| Towers | Tier, decimal rating, floor count, floor gimmick | Tells you how steep the climb is before you start |
| Citadels | Tier, rating history, length, multi-part structure | Helps you judge time investment, not just raw skill |
| Challenge content | Tier, rating, special rules or restrictions | Flags content that plays differently from standard towers |
| Legacy or removed entries | Old rating, date retired, reason | Prevents you from chasing content that no longer exists |
| Notes and gimmicks | Per-floor quirks, known bugs, jump spikes | The part of the sheet that actually saves runs |
A useful way to think about it: the tier tells you whether you should try something, and the notes column tells you how to survive it.
How Difficulty Tiers and Numeric Ratings Work
Most community charts follow a familiar ladder of named tiers, roughly running from Easy and Medium up through Hard, Difficult, Challenging, Intense, Remorseless, Insane, Extreme, Terrifying, and finally Catastrophic. The Eternal Abyss difficulty spreadsheet pairs each of those names with a decimal number so that two towers in the same tier can still be ranked against each other.
The numbers get interesting at the top. Community reports list entries like Peak Terrifying at 10.90, High-Peak Terrifying at 10.84, and Bottom Catastrophic at 11.01 — which shows two things. First, the scale clearly extends past 10. Second, the gap between a "high-peak" and a "bottom" version of an adjacent tier can be smaller than the gap between two floors of the same tower.
| Tier | What the jump feels like | Honest advice |
|---|---|---|
| Challenging | Long but forgiving; mistakes are recoverable | Good place to build stamina |
| Intense | Precision starts mattering more than speed | Practice individual floors, not full runs |
| Remorseless | One slip usually ends the attempt | Record your runs and review deaths |
| Insane | Sustained precision across many floors | Only attempt after clearing several Remorseless towers |
| Extreme | Punishing timing and tight, unfamiliar gimmicks | Expect multi-session progress |
| Terrifying | Community-rated in the 10.8–10.9 range | Treat every floor as a checkpoint |
| Catastrophic | The top of the chart, rated above 11 | Endgame content; few players finish these |
One clear example from the wiki is the Tower of Difficulty Chart, rated Insane, which uses a gimmick where each floor is harder than the last. That's a perfect illustration of why the sheet needs a notes column: the tier alone doesn't warn you that floor 8 will feel nothing like floor 2.
Reading the Columns: A Field Guide
Most people glance at the tier and scroll on. That's a mistake. The columns around the rating are where the Eternal Abyss difficulty spreadsheet earns its keep.
| Column | What it usually means | How to use it |
|---|---|---|
| Name | Tower or citadel title | Match it against in-game signage before you commit |
| Tier | Named difficulty band | Your first filter — ignore anything two tiers above you |
| Rating | Decimal value inside the tier | Your second filter — compare within the band |
| Floors / length | Number of sections | Estimate session time; longer is not always harder |
| Gimmick | Special mechanic or restriction | Decide whether you need to practice a specific skill first |
| Status | In-game, upcoming, or removed | Don't grind for content that isn't live |
| Last updated | When the entry was edited | Older rows are the ones most likely to be wrong |
If you only have two minutes, read the gimmick column. Player experience consistently shows that gimmicks, not raw difficulty numbers, cause the most unexpected deaths — a tower rated slightly lower can be far more miserable if its mechanic counters your usual playstyle.
Planning a Climb With the Spreadsheet
The real value of the Eternal Abyss difficulty spreadsheet is sequencing. Instead of jumping at whatever looks exciting, sort the sheet by rating, find your comfort ceiling, and work upward in small steps. A rough framework many players use:
| Your stage | Target rating range | What to focus on |
|---|---|---|
| New to hard content | Challenging tier | Consistency; finish towers without dying twice in a row |
| Comfortable | Intense to Remorseless | Speed control and recovery after mistakes |
| Intermediate | Low-to-mid Insane | Reading unfamiliar gimmicks on sight |
| Advanced | High Insane to Extreme | Endurance across long, precise sections |
| Endgame | Terrifying and above | Route memorization and mental reset between attempts |
Three practical tips that come up again and again in community discussions:
- Filter before you climb. Hide everything more than one tier above your best clear. Visible, unreachable content is the fastest way to burn out.
- Track your own clears in a column. Add a "cleared" column to a copy of the sheet. Seeing progress in rows is more motivating than remembering it.
- Re-check the sheet after every patch. Ratings shift when towers get reworked, and a tower you wrote off last month may have moved.
Where the Data Comes From — and Where It Goes Wrong
Nobody should treat the Eternal Abyss difficulty spreadsheet as gospel. It is built by players, argued over by players, and updated at whatever pace volunteers have time for. That doesn't make it unreliable — it makes it a living document you should read critically.
| Warning sign | What it suggests | What to do |
|---|---|---|
| No "last updated" column | Sheet may be abandoned | Cross-check against the wiki or a recent Discord post |
| Ratings with no decimal places | Older or rougher methodology | Treat tiers as the only reliable signal |
| Conflicting ratings for the same entry | Community disagreement is ongoing | Average the two and expect a middle-ground experience |
| Missing gimmick notes | Author likely didn't clear it | Ask in a community channel before attempting |
| Sudden large jumps in rating | Tower was reworked | Re-read the whole row, not just the number |
For anything you plan to spend serious time on, verify the entry against the official Roblox page for The Eternal Abyss and the game's wiki before committing. Confirming that content is actually live takes ten seconds and can save an entire evening.
It also helps to remember that difficulty in this game is personal. A tower rated 10.85 might be trivial for someone who has mastered a specific gimmick and brutal for someone who hasn't. Use the sheet as a map, not a verdict.
Frequently Asked Questions
Is the Eternal Abyss difficulty spreadsheet official? No. It's a community project assembled by players, not a document published by the developers. Treat it as a very useful consensus rather than an authoritative source, and expect individual entries to be debated.
How often does the Eternal Abyss difficulty spreadsheet get updated? It depends entirely on the volunteers maintaining it. Some rows are refreshed within days of a change; others sit untouched for months. Always check the "last updated" information before you trust a rating.
Is a rating of 11.01 meaningfully harder than 10.84? Not necessarily. Decimal ratings are useful for sorting within a tier, but the difference between two close numbers is often smaller than the difference between your good days and your bad ones. Use tiers for big decisions and decimals for fine-tuning.
What if the tower I want to beat isn't listed? Ask in a community channel or check the wiki's discussion pages. Unlisted content is usually new, recently reworked, or so obscure that nobody has rated it yet — in which case, your own clear notes become the most valuable data available.
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