Progression

The Eternal Abyss Difficulty Chart

Read The Eternal Abyss difficulty bands, community decimal ratings, colors, warnings, tower types, and personal-server chart teleports without treating them as permanent facts.

The Eternal Abyss difficulty chart is a live selection tool for comparing towers inside each area. Current community records organize playable entries through Easy, Insane, Extreme, Terrifying, Catastrophic, Horrific, and Unreal. Exact decimal ratings and colors are community-maintained values, not fields published by Roblox’s game API, so check the current chart before using a number in your plan.

Read the current bands

Band
Community color
How to use it
Easy
Lime green
Exceptional non-SC entries such as ToNF, not the normal game baseline.
Insane
Blue
Lowest documented Soul-Crushing band and common first-SC territory.
Extreme
Cerulean blue
A step above Insane requiring stronger linked consistency.
Terrifying
Cyan or turquoise
Advanced projects where endurance and technique both matter.
Catastrophic
White
High-end projects that demand structured segment practice.
Horrific
Black with lavender outline
Elite routes; confirm warnings and required techniques carefully.
Unreal
Black with purple outline
Highest currently documented playable band in the public sources.

Community pages also describe a nil band above Unreal, but the official place named Hell is not established as a released nil area. Do not treat nil entries or an unreleased branch as current playable progression without live or creator-owned confirmation.

Understand decimal positions

Community ratings often use a whole-number band plus a decimal position, with terms such as Baseline, Bottom, Low, Mid, High, and Peak. For example, SoEA was listed at Baseline Insane (8.00), ToRM at Bottom-Low Insane (8.20), and ToINE at Mid Unreal (13.48) on the checked pages.

Use a decimal to compare nearby candidates, not to predict exact attempt count. A difference of 0.05 can be less important than tower length, punishment, route direction, or a technique that matches one player’s strength and another player’s weakness. Ratings also change as communities reassess towers.

Combine rating with type and warnings

A Steeple commonly has five or six floors, a Tower normally has ten, and a Citadel extends longer. Length creates endurance pressure that the difficulty band may not capture. A short route can concentrate raw moves; a long route can become difficult through sustained consistency.

Warnings add practical risk. Punishing means a fail may remove substantial progress. Inconsistent means difficulty varies within the route. Loopfaily suggests multi-floor drops. Jank, Traps, and Scary describe collision, hidden behavior, or presentation concerns. Read every live warning before entering.

Rating answers

How the community currently places the hardest movement.

Type answers

How long or structurally large the route may be.

Warning answers

How a miss, mechanic, or presentation can affect the run.

Practice answers

Whether your own execution is repeatable on the current geometry.

Use the chart in public and personal servers

In a public server, use the chart and portal labels to identify a tower, then navigate through the current lobby. The exact behavior can vary by area and version. Confirm that the portal name, rating, and warning agree with your intended route.

The official Personal Servers gamepass description says owners can click difficulty-chart labels to teleport to towers. That is the strongest public confirmation of chart teleporting, but it does not explain every area, device, or permission edge case. Check the Personal Servers guide and current checkout page before buying.

Choose a next tower from the chart

Start near your current consistent level, not the highest floor you have touched. Pick two candidates close in rating, then compare length, required technique, and punishment. Practice the opening and one hard segment of each. Choose the tower where failures are understandable and improvement is visible.

For first SC work, current community discussion repeatedly points to SoEA and ToRM. For a very advanced Unreal project, ToINE illustrates why duration and warnings must be considered alongside the number. See Easiest Towers for a practical comparison.

Detect stale chart information

If the live label differs from an online page, trust the live chart and note the server version. If a portal moved areas, update your route before updating your difficulty plan. If a badge exists but no portal can be found, do not assume it is hidden; it may be historic or unavailable.

The community Main Area page says charts were changed to generate automatically from exact difficulty numbers in 2025. That is a useful historical note, not proof of current implementation details in every branch. Use visible current output.

Difficulty chart FAQ

What is the first Soul-Crushing difficulty?

Insane is the lowest Soul-Crushing band used by the checked TEA community pages.

Is Starry Night easy?

It is community-described as the easiest released area, but its documented tower range begins at Insane. The label is relative.

Can I click the chart to teleport?

The official Personal Servers pass description says owners can teleport by clicking chart labels in personal servers. Public-server and area behavior should be checked live.

Sources checked

Continue with another focused The Eternal Abyss guide.

Progression

Easiest Towers in The Eternal Abyss

Compare Tower of Naive Facades, Steeple of Esoteric Arcane, and Tower of Reddish Monolith by difficulty, length, technique, punishment, and player fit.

Progression

The Eternal Abyss Beginner Guide

Start The Eternal Abyss safely: join the correct Roblox game, orient in the Main Area, read difficulty and warnings, practice deliberately, and choose a realistic first tower.

Progression

The Eternal Abyss Tower Milestones

Track The Eternal Abyss's official 25, 50, 75, 100, 125, and 150 Tower badges, verify live completion counting, and plan meaningful routes between milestones.