DONT SPLASH is a Roblox platformer and runner created by DoToVerify, drawing thematic inspiration from the Poolrooms and House of the Locust. The core rule governing every run is simple: the monster wandering the flooded halls cannot see you, but it actively tracks audio cues whenever splashes occur in the water. Surviving each stage requires timing your jumps across dry platforms, collecting distraction items, and investing in upgrades to expand your reach.
Essential Upgrades and Game Passes
In the lobby shop, players can spend cash earned from runs to improve utility stats or buy permanent level boosts using Robux via official game passes. Upgrading your gear directly determines how reliably you can manipulate the entity's pathing.
| Upgrade / Pass | Robux Cost | In-Game Function & Details |
|---|---|---|
| Max Throwing Range | 150 Robux | Sets the Throwing Range upgrade to level 3/3 permanently. Allows pebbles and distraction items to be tossed farther away. |
| Max Rescue Speed | 150 Robux | Sets the Rescue Speed upgrade to level 3/3 permanently, accelerating the speed at which you revive or pull teammates. |
| Max Pebble Skipping | 150 Robux | Unlocks level 3/3 permanently. Causes pebbles to skip across the water surface, creating multiple splash points to distract the monster. |
| Max Rope Reach | 150 Robux | Permanently maxes out the reach distance for rope interactions (level 3/3). |
| Max Flare Radius | 150 Robux | Permanently maxes out the radius of flares to level 3/3. |
| Max Toy Battery | 150 Robux | Sets the battery duration on toy distractions to level 3/3 permanently. |
| Rescue Rope | 30 Robux | Grants a permanent, reusable rescue rope item for team support. |
| 4th Tool Slot | 99 Robux | Unlocks one additional inventory slot for carrying gear. |
| 5th Tool Slot | 149 Robux | Unlocks a second additional inventory slot. |
| 2x Cash | 200 Robux | Permanently doubles cash earned from completed runs and checkpoints. |
| Halloween Pack | 150 Robux | Limited package providing 2x cash, one free self-revive per run (active until October 31, 2026), and permanent cosmetic ghost trail and pumpkin aura items. |
DONT SPLASH Throwing Range
Throwing Range determines how far your character can launch pebbles or bottles into the water. In base runs, standard throws land relatively close to the player, which risks pulling the monster directly toward your escape route. Upgrading this stat—either via lobby cash purchases (such as the 400-cash tier observed in gameplay) or via the 150 Robux Max Throwing Range pass—allows you to direct the creature deep into distant corners of the room. This clears open pathways through wide water gaps.
DONT SPLASH Rescue Speed
Rescue Speed controls the time required to assist downed teammates during cooperative runs. Upgrading this stat reduces your vulnerability window when pulling another player out of hazard zones. While solo runners do not need this stat to clear solo checkpoints, multiplayer squads benefit significantly from either manual cash upgrades or the Max Rescue Speed 150 Robux game pass to avoid being ambushed while stationary.
Core Stage Mechanics and Obstacles
DONT SPLASH challenges players with randomized obstacle types across its levels. Progressing through runs requires memorizing specific floor rules:
- Broken Walkway: Offers a path choice between narrow ledges that require precise, short hops or wide platforms requiring extended long jumps.
- Sinking Platforms: These surfaces submerge shortly after a player steps onto them. Standing still will cause you to drop into the water, triggering the entity. Platforms marked with dark borders are stable and do not sink.
- Rotating Bridges: Spinning mechanical structures that require players to match movement timing before leaping onto the next safe ledge.
- Maintenance Lock: A challenge room requiring players to activate two distant valves to open the exit door while machinery operates loudly. In recorded runs, these sections feature timed platform cycles (such as 14-second to 18-second countdowns) that collapse if you fail to reach the objective quickly.
Distraction Items and Inventory
- Pebbles: Picked up directly from ledges throughout the stages. Players can hoard several stones at once (up to 8 observed in gameplay) and throw them into distant water pools. The splash redirects the creature's search path away from your route.
- Pebble Skipping: A shop perk that makes thrown stones bounce across the water, producing chains of small splashes that keep the creature searching along a moving trajectory.
- Bottles: Unlocked in the shop as a secondary throwable item to draw acoustic aggro away from critical valves and exit gates.
Difficulty Settings
The game offers distinct difficulty tiers that alter platform layout and stage length:
- Easy: Shorter layouts with abundant safety platforms and generous landing margins.
- Normal: Reduced platform density with wider gaps, requiring careful jump timing and deliberate pebble usage.
- Hard: Features longer stage tracks (officially flagged as two times the length), fewer safe resting points, and extended gaps requiring precise jump execution.
Frequently Asked Questions
Does the creature in DONT SPLASH have visual detection?
No. Game alerts and official descriptions confirm the creature cannot see player models. It navigates entirely by detecting water disturbances and splashes created by falling players or thrown items.
Can you upgrade Throwing Range and Rescue Speed without Robux?
Yes. Players can purchase incremental upgrades for Throwing Range, Pebble Skipping, and Rescue Speed in the lobby shop using cash earned from surviving stages. Game passes exist as an optional method to permanently lock those stats at maximum level (3/3).
What happens if you fall into the water?
Touching water generates splashes that alert the entity. If the creature reaches your position before you climb back onto a ledge, it eliminates your character, resetting the stage unless you have self-revive perks active.








