DONT SPLASH is a Roblox platformer and obby runner created by DoToVerify, inspired by the atmosphere of the Poolrooms and House of the Locust. Your primary goal across each run is navigating obstacle courses suspended over dark water while avoiding an aquatic entity that hunts strictly through sound.

The creature cannot see you, but it immediately attacks whenever water is disturbed. Understanding how each stage functions and using throwable distractions are essential to reaching the final exit.

Core Monster Rules and Pebble Mechanics

The central survival rule stated in the game is straightforward: the monster cannot see you, but it hears the water. Falling in, clipping the water during a jump, or causing splashes alerts the creature instantly. Gameplay footage demonstrates that if the creature is actively charging toward your splash zone, it can intercept you mid-air if you jump directly over its path.

To survive routes where water contact or risky timing is unavoidable, collect loose pebbles scattered across platforms:

  • Distraction Throws: Throwing a pebble into distant water creates a splash that lures the creature away from your intended jump trajectory.
  • Inventory Capacity: Players can stockpile multiple pebbles during a run, holding up to eight at a time as observed in player runs.
  • Lobby Upgrades: Between runs, earned currency can be spent on stat upgrades such as Throwing Range, Pebble Skipping (which makes rocks skip across water to generate distant distractions), Rescue Speed, and unlocking bottles.

Step-by-Step Stage Walkthrough

Runs in DONT SPLASH consist of distinct platforming segments connected by checkpoints. Below is how each obstacle section works based on in-game prompts and verified gameplay.

1. Basic Platforms

The opening section introduces standard jumping mechanics across floating platforms toward the stage exit. The monster circles beneath the water level. As long as you execute standard jumps without falling or skimming the water surface, you can reach the first checkpoint without expending pebbles.

2. Broken Walkway

The in-game signage presents two distinct routing choices:

  • Narrow ledges with short jumps: Smaller footpaths that require precise alignment but minimal jumping distance.
  • Wide platforms with long jumps: Larger landing pads that reduce the risk of slipping off the edge, but require maximum-distance jumps.

Collect any pebbles resting on side ledges before committing to the final stretch.

3. Sinking Platforms

This stage requires continuous movement. The in-game instructions state: "Platforms sink while you stand on them. Keep moving. Dark border platforms are safe."

  • Sinking tiles gradually descend under your weight, eventually dropping you into the water if you hesitate.
  • Look ahead to locate dark-bordered platforms, which remain static and allow you to pause, check the creature's location, and line up subsequent jumps.

4. Rotating Bridges

This section requires players to ride motorized rotating planks and time transitions onto static landing pads.

  • Step onto the rotating bridge as it approaches your platform.
  • Ride the plank until it aligns with the next platform, then jump off before the rotation sweeps you off balance.
  • If the creature lingers directly beneath your exit platform, toss a pebble in the opposite direction before making the leap.

5. Maintenance Lock

The final obstacle requires opening the escape door by manually operating two separate valves while navigating timed platform hazards. The game warns: "Open both valves to unlock the door. The machines are loud."

  • Locate Both Valves: The two valves are placed across separate wings of the arena. You must approach each valve and interact with it until it switches state.
  • Timed Platform Countdowns: Certain supporting platforms in this room operate on strict countdown timers (such as 18-second or 14-second windows observed in gameplay) before disappearing or resetting.
  • Escape: Once both valves are turned, the lockdown door opens, allowing you to reach the goal and return to the lobby.

Difficulty Levels

Gameplay testing confirms three difficulty settings that adjust stage layouts and jump tolerances:

  • Easy: Offers generous platform spacing, ample pebbles, and lenient paths. Clearing checkpoints rewards starting cash (such as 10 coins).
  • Normal: Reduces total platform count and increases the distance between valve objectives, requiring more strategic pebble throws. Normal must be completed to unlock higher challenges.
  • Hard: Features longer stages with roughly twice the overall length, significantly tighter jump spacing, and extended platform sequences where missing a jump resets progress.

Official Game Passes and Upgrades

The official Roblox store page for DONT SPLASH lists several permanent utility passes and loadout upgrades:

Game PassRobux CostOfficial In-Game Benefit
Rescue Rope30Permanent reusable rope unlock
4th Tool Slot99One extra loadout slot
5th Tool Slot149A second extra loadout slot
Max Throwing Range150Throwing Range upgrade at level 3/3 forever
Max Pebble Skipping150Pebble Skipping upgrade at level 3/3 forever
Max Rescue Speed150Rescue Speed upgrade at level 3/3 forever
Max Rope Reach150Rope Reach upgrade at level 3/3 forever
Max Flare Radius150Flare Radius upgrade at level 3/3 forever
Max Toy Battery150Toy Battery upgrade at level 3/3 forever
Halloween Pack1502x cash and 1 free self-revive per run until October 31, 2026; permanent ghost trail and pumpkin aura
2x Cash200Doubles cash earned in runs forever

Frequently Asked Questions

Can the monster in DONT SPLASH see player avatars?

No. The official gameplay prompt explicitly states that the entity cannot see you and navigates solely by detecting splashes in the water.

What do dark-bordered tiles do in the sinking platforms stage?

Dark-bordered tiles do not sink when you stand on them. They serve as safe resting spots where you can stop and observe the monster's movements.

How do you open the exit in the Maintenance Lock room?

You must find and interact with both mechanical valves placed across the room. Operating both valves unlocks the exit door while dealing with timed platform sequences.