DONT SPLASH is a horror platformer obby created by DoToVerify on Roblox, inspired by the eerie aesthetic of the Poolrooms and House of the Locust. The entire game revolves around a single fundamental rule: the entity cannot see you, but it hears the water. To survive and clear each run, players must leap across platforms above flooded corridors, collect and throw distractible items like pebbles, and unlock exit doors without falling into the entity's hunting grounds.
Core Gameplay Mechanics and Rules
Survival in DONT SPLASH depends on precise jumping, audio discipline, and spatial awareness. The game supports up to 10 players per server, and player collision is enabled, meaning teammates can accidentally push one another off narrow perches.
- Sound-Based Hunting: The monster patrolling the flooded floors is completely blind. Standing safely on elevated platforms makes you undetectable. However, stepping, slipping, or landing in the water creates an audible splash that immediately triggers the entity to sprint toward that exact location.
- Movement Penalties in Water: Once inside the pool, player walking speed drops drastically. Because the entity swims and charges through the water far faster than players can wade, touching the water without an immediate route out is often fatal.
- Mid-Air Grabs: Player gameplay tests demonstrate that jumping directly over the creature or leaping while it is charging can trigger a grab animation mid-air if the hitbox overlaps, even before your avatar hits the water surface.
- Distraction Mechanics: Players can pick up pebbles scattered across the platforms. Aiming and throwing a pebble into the water produces a splash away from your position, redirecting the entity's path and clearing the walkway ahead.
Stage-by-Stage Obstacle Breakdown
Every run is split into sequential obstacle sections that test different platforming fundamentals. On-screen checkpoint prompts provide explicit rules for each room.
1. Basic Traversal
The opening zone introduces standard gap jumps between square tile platforms. The layout requires simple directional leaps to establish timing and avoid falling into the entity's patrol loop.
2. Broken Walkway
The checkpoint instructions state: "Narrow ledges with short jumps or wide platforms with long jumps." Players choose between two paths:
- A route featuring smaller, narrow ledges spaced closer together.
- A route featuring wider landing pads that require maximum-distance jumps.
3. Sinking Platforms
This room adds weight-sensitive pads with clear visual rules: "Platforms sink while you stand on them. Keep moving. Dark border platforms are safe."
- Sinking Pads: Light-colored vanilla-wafer-style blocks that begin submerging underwater the moment a player steps onto them. If you hesitate or stay still, they fully submerge, dropping you into the water.
- Safe Pads: Platforms marked with a dark border or brown rim do not sink and serve as stable resting points between runs.
4. Rotating Bridges
The stage rule instructs: "Ride the rotating bridges. Time your jumps onto the rotating bridges." Players must track spinning horizontal beam bridges, landing as the platform rotates into reach, and exiting onto the next stable platform before rotating out of alignment.
5. Maintenance Lock and Rising Water
The final objective room instructs: "Open both valves to unlock the door. The machines are loud."
- Valve Switches: Players must navigate to two separate valve machines located on opposite ends of the chamber and interact with them to unlock the exit door.
- Machine Noise: Operating the valves makes noise that can draw the creature's attention.
- Timed Water Hazard: Once the mechanisms are triggered, a timed sequence begins where water levels rise or platforms submerge within a tight countdown (such as 14 to 18 seconds), requiring players to reach the exit gate before the walkway disappears.
Upgrades, Equipment, and Game Passes
Players earn in-game cash by completing runs and clearing stages. Money can be spent between attempts in the lobby to improve gear, while permanent upgrades and equipment slots are also available via Robux.
| Item / Upgrade | Type | Source / Cost | Effect |
|---|---|---|---|
| Throwing Range | In-Game Upgrade / Pass | Cash / 150 Robux (Max) | Increases the distance pebbles and throwables can be tossed. |
| Pebble Skipping | In-Game Upgrade / Pass | Cash / 150 Robux (Max) | Allows thrown pebbles to skip across the water, creating multiple decoy splashes. |
| Rescue Speed | In-Game Upgrade / Pass | Cash / 150 Robux (Max) | Accelerates the speed of reviving fallen teammates. |
| Rescue Rope | Equipment / Pass | 30 Robux (Pass) | Unlocks a permanent, reusable rescue rope for pulling teammates out of danger. |
| Rope Reach | Upgrade Pass | 150 Robux | Maxes out the reach distance for the rescue rope tool (level 3/3). |
| Flare Radius | Upgrade Pass | 150 Robux | Maxes out the flare radius upgrade (level 3/3). |
| Toy Battery | Upgrade Pass | 150 Robux | Maxes out the battery life for wind-up toy distractions (level 3/3). |
| 4th Tool Slot | Game Pass | 99 Robux | Grants one additional loadout slot for carrying equipment. |
| 5th Tool Slot | Game Pass | 149 Robux | Grants a second additional loadout slot. |
| 2x Cash | Game Pass | 200 Robux | Permanently doubles all cash earned from stage runs. |
| Halloween Pack | Limited Event Pass | 150 Robux | Grants 2x cash, 1 free self-revive per run (active through October 31, 2026), ghost trail, and pumpkin aura. |
Difficulty Settings and Unlocks
The lobby allows players to select their difficulty mode before starting a run:
- Easy: Wider platforms, shorter jump gaps, and fewer overall hazard rooms.
- Normal: Standard level lengths with reduced platform counts and wider gap spacing between blocks.
- Hard Mode: Features stages that are twice the length, featuring significantly more platforms, extended jump distances, and fewer recovery platforms. According to in-game prompts, Hard Mode unlocks after beating Normal mode twice.
Frequently Asked Questions
Can the monster in DONT SPLASH see player avatars?
No. The entity is completely blind and relies entirely on acoustic detection. It only tracks player locations when someone lands in or touches the water surface, creating a splash.
How do you identify which platforms sink?
Platforms that sink have light tops without distinct outlines and submerge as soon as weight is placed on them. Platforms with a dark border or dark rim around the perimeter are completely safe and do not sink.
What do pebbles do in DONT SPLASH?
Pebbles are inventory items found resting on platforms. Throwing them into the pool creates a splash noise where they land, drawing the blind entity toward the sound and away from your intended jumping path.
How do you unlock the final exit door?
In the Maintenance Lock room, you must locate and interact with two separate valves located across the chamber. Turning both valves disengages the lock on the final door while starting a countdown before the remaining platforms submerge.








