While Below offers useful ways to cheat the inconvenience of death, the reality is one where I spend a lot of time scouring the places I’ve plundered many times before. It’s true that an element of procedural generation is built into environmental design — meaning that rooms change from one playthrough to the next — but these variations are only of marginal consequence.
A room on Level 3 will always be a collection of mossy, stony lanes and crevices, dotted with pools and spike-traps. It will always have one, two or three doors.
Likewise, the maps on each level change every time, but the important rooms, which lead to extra resources or to lower levels, are, so far as a I can glean, always found in roughly the same place.
This random generation relieves the boredom of repetition only slightly.
I haven't played Below, but I have played games with this problem. They're huge because they have a huge number of varying variables, whether varied procedurally or manually. But they end up not creating meaningful variations, and it feels like you're in a vast, empty space.