Guides · first run
How to play DONT SPLASH on Roblox
Create a party of 1–4, pick Poolrooms, start on Easy, and jump the yellow platforms without touching the water. The monster is blind. It comes to splashes.
Checked 2026-10-25. Facts below cite the sources at the end of this page.
Start the party
Walk into “Touch to create a party.” Set the size from 1 to 4. Choose Poolrooms. Leave Farm alone until it actually loads — on 24 October it returned “THIS GAME IS NOT PUBLISHED” (error 773). Pick Easy or Normal, then CREATE or wait out the short countdown. START NOW begins the run. LEAVE backs out.
Solo works. Nobody will pull you out of the water, so a mistake is a full down. There is a “3RD PERSON / STEP IN TO SWITCH VIEW” pad if the jumps are hard to read.
Controls that showed up on screen
Movement is ordinary Roblox: WASD and Space on PC, joystick and a jump button on mobile. The game-specific keys below are from the dont-splash.wiki control notes and the 25 October footage. Console buttons were not re-tested. Do not assume Shift sprints — that prompt belongs to a different experience, It Hears The Water.
- Hotbar: number keys, or tap the icon. Press the same key again to put the item away.
- Throw: click on PC, or tap THROW on mobile.
- Valve: hold E until the ring fills.
- Camera in Locked Exit: F when the prompt says so. F near another player can be a push. Follow the prompt.
- Downed: H to ask for help. A teammate presses G when “needs help (G)” shows. B bleeds out.
The first stretch
Pillar Hall: jump the platforms and follow the black arrows. Broken Walkway: short hops on narrow ledges, or longer hops on wide ones. Sinking Platforms: they drop while you stand on them; dark-bordered tiles are the pause points. After the columns, a continuous yellow floor can show “Progress saved” and a Room 3 coin toast. That room number is a checkpoint, not stage 3.
Rotating Bridge: wait until the long strip lines up, board the near end, leave at the far end. Then the red valve wheels: hold E, watch “Valve opened (1/2),” do the other cabinet, and climb the yellow blocks while the water rises. The 24 October rooms come after that. The map page lists all nine.
Why runs end early
Touching water downs you. Standing on a sinking platform, mistiming the bridge, picking the closed lane in Crushing Walls, or jumping over the monster’s head are the deaths that repeat in the footage. A flare stuns for 5 seconds. A pebble only lures. Read pebbles and the monster page before you spend coins.
Research note. Lobby and difficulty notes come from FusionZGamer’s recorded run and the linked party notes. Easy is listed with one monster and Normal with three. The locked setting asks for two Normal completions. This is footage research, not a site playtest.
Questions on this page
What difficulty should a first run use?
Easy. One monster, shorter levels, more platforms. Coin rewards are half of Normal.
How long is a clear?
No official average. Jessy’s filmed Normal clear on 20 October was 42:36. Treat that as one example.