How many areas are in Playrooms?
Community lists seven named areas. The 1.0 patch “5 new rooms” line is versus the demo, not a five-room total.
Playrooms rooms table: Playroom through Hotel, key prices, door sides, and special rules. Community 1.0.0 Unverified. Steam 5037510. Verified November 2026.
Key doors in the Playroom hall.
~7 min read
This Playrooms rooms page is the seven-area key board for Steam App 5037510 by Two Pixels UG. Playroom is the start. Six keys follow. Amounts are in-game €, not Steam USD. Community 1.0.0 door sides, ball counts, sparrow counts, and decoration counts are Unverified. Steam. Verified November 12, 2026.
1.0 patch notes said “5 new rooms” versus the demo plus unspoiled locations. That is not “the full game has five rooms.” This hub lists seven named areas. Hotel room numbers are not a permanent map.
| Fact | Detail |
|---|---|
| Named areas | 7 — Playroom + six keyed rooms |
| Key currency | In-game € from banked balls |
| Platform | PC via Steam |
| Mode | Single-player |
| Must clear to unlock next? | Community: no |
| Must fill pits in order? | Community: no |
| Demo vs 1.0 | 1.0 added 5 rooms vs demo — not a five-room total |
| Hotel layout | Rooms may swap nights — numbers Unverified |
Matched by build plan, shared topics, and guide progression — not random related links.
Community lists seven named work areas: Playroom, Waiting Area, Backrooms, Poolroom, School, Office, Hotel. Playroom holds the computers (light.exe, shop.exe, skills.exe, stats.exe, locker.exe) and the key board. Everything else is a purchased door on that hall.
Steam 1.0 also mentioned extra unspoiled locations. This page does not invent names for them. The whale maze is reached from Waiting Area, not as an eighth key. Lexi is an Office elevator find, not a room key.
| Area | How you enter | Deep page |
|---|---|---|
| Playroom | Start / safe computers | This hub + beginner |
| Waiting Area | €10 key | Maze notes on secrets |
| Backrooms | €25 key | This hub |
| Poolroom | €50 key | This hub |
| School | €60 key | school stairs |
| Office | €90 key | green office |
| Hotel | €100 key | hotel map |
Waitingroom / Waiting Area, Poolroom / Pool Room, Back Rooms / Backrooms all appear in community tables. Achievements use Please take a number, Level 0, Splash splash, Back to School, Overtime, Housekeeping for the six keyed entries. Those achievement names are community strings, not an official dump.
Community: 5,000 balls, 4 sparrows, 1 decoration (Toy Block, “from the office / safe area forward”). Pit 1–8 live here as basins. You will keep returning even after Hotel is open. Next: the hall doors.
Face the Playroom hall key board. Community 1.0.0 plus recorded first-key commentary: the €10 key is the Waiting Area door, and the board shows the rest of the locked set on that same wall. Recheck in-game before you budget — this table is Unverified.
Door rows stay text-only — there is no verified icon set. Use the table, not a fake map image.

| Room | Key | Door note | Balls | Sparrows | Decor |
|---|---|---|---|---|---|
| Playroom | Start | Safe area / computers | 5,000 | 4 | 1 |
| Waiting Area | €10 | Right, 2nd door | 10,000 | 2 | 2 |
| Backrooms | €25 | Right, 1st door | 35,000 | 3 | 2 |
| Poolroom | €50 | Left, 1st door | 30,000 | 2 | 2 |
| School | €60 | Left, 2nd door | 42,000 | 2 | 2 |
| Office | €90 | Right, 3rd door | 50,000 | 3 | 3 |
| Hotel | €100 | Left, 3rd door | 100,000 | 4 | 2 |
A first-shift board intro reads the €10 key before any other purchase. A 100% run later buys Waiting Area as “second door to the right” and Office as “third door on the right,” which matches the community right-2 / right-3 notes. Left-side Pool / School / Hotel still need an in-game still.
Community skills: Ball Magnet is gated until you own a door key. That is a skills.exe lock, not a pit lock. Buy Waiting Area before you plan a color-pit attempt. Next: the rule that actually kills you in each room.
Every keyed room adds a travel tax or a fail state. This is the executable mid-page list — glance already covered counts. Read the matching deep page before Hardcore.
| Room | Special rule (community / flow) | Evidence |
|---|---|---|
| Playroom | Safe computers. Return here at lights-out. | Steam lights-out copy |
| Waiting Area | Left corridor door → hidden maze / whale (Out of water). | Community + third-party flow |
| Backrooms | Some collectible lines need Crouch. Long halls eat shift time. | Community |
| Poolroom | Balls on the water still need to enter the collection system. | Third-party flow |
| School | No running in corridors. Stairs are not counted. Cozy can run. Principal. | Flow + community |
| Office | Answer the phone without delay. Follower stops while watched. | Flow + community; enemy unnamed |
| Hotel | Cleaning schedule + room numbers. Rooms may swap nights. Hardcore fall. | Flow + community; numbers Unverified |
Search volume hits “school stairs” because the house rule says stairs are excluded from the no-run corridor law. Getting caught on Normal may cost the day; Hardcore can wipe the save. Full page: school stairs.
Room ball columns are “how many balls that guide thought were in the area.” Pit rows are “how many deposits fill that basin.” Steam’s “over 200,000 balls” is store copy. Community room sum is 272,000. Community pit rows add to 199,500 and the same guide also wrote 199,000. None of those three numbers is an official stats.exe export.
Clean [room] achievements care about the floor. Clock out cares about pit 8. Door Operator cares about keys. Keep the three trackers apart.

| Tracker | Community total | What “done” means |
|---|---|---|
| Room floors | 272,000 listed | Clean [room] achievements |
| Pit basins | 199,500 row-sum or 199,000 author line | Hooray / Model employee / Exit Key |
| Keys | €10+25+50+60+90+100 | Door Operator |
| Sparrows | 20 | All the chirps |
| Office decorations | 14 | Eagle Eye |
Those counts unlock after you pick one of each type (community). They are not pets. Hotel sparrow rooms 005, 137, 202, 716 and decor rooms 569 / 016 are author-uncertain. Do not freeze them into a floor plan. Lists: sparrows, collectibles.
Third-party flow: floating pool balls are not already in the pit. If Splash splash / Clean Poolroom will not fire, look at the water before you assume a bug. Next: a buy order that respects the rules.
Default Clock out order is price order: Waiting → Backrooms → Pool → School → Office → Hotel, with pit 1 Sprint as early as you can afford the 1,500. Skip School until you can walk hallways without panic-sprinting. Skip Office until you will answer a phone. Skip Hotel until flashlight beam upgrades exist.
Use this checklist on the hall board. It does not repeat the Fact/Detail glance.
Flashlight after pit 1. Push broom after the first area key. Hand vacuum after School key. Scanner after pit 4. Robots after a charging station and, in one reading, pit 6. Catalog: equipment.
Community: tool prices are the same on Cozy / Normal / Hardcore. The route changes because death wipes everything. Risk list: hardcore. Full key+pit path: walkthrough.
Next: school stairs for the no-run rule, then office and hotel. Key order: walkthrough.
Community lists seven named areas. The 1.0 patch “5 new rooms” line is versus the demo, not a five-room total.
Community: Playroom hall, right, 2nd door, €10. Unverified.
Community: left, 2nd door, €60. Unverified.
Third-party flow says no — they still need to enter the collection system.
Community: no.
The community guide marked hotel collectible rooms as unstable. This hub will not print a fake floor plan.
School stairs if you just bought €60, otherwise walkthrough.
November 12, 2026
Matched by build plan, shared topics, and guide progression — not random related links.