New Update: 5 Stages Guide
The DONT SPLASH new update adds five rooms, more monster pressure, coins, and rank tags. Use this stage guide to plan clean co-op runs and avoid splashing.
The DONT SPLASH new update is live, and it makes the water-avoidance runner feel like a fresh co-op test. If you already know the early rooms, this DONT SPLASH new update adds five stages, extra monster pressure, coins, and rank tags. That matters because the new rooms reward planning, clear callouts, and camera use instead of blind speed.
The five rooms are moving platform, drifting platform, memory bridge, crushing walls, and locked exit. Each one asks a different question: can you time a jump, read a current, remember a pattern, react to a warning, or split up to solve a code? This guide breaks down the update, the new stages, and a practical run plan you can use with your group.
What Changed in the DONT SPLASH new update
The current build is DONT SPLASH V2, with the same eerie Poolrooms and House of the Locust-inspired atmosphere. It is still an obby and platformer runner, but the DONT SPLASH new update gives groups more to manage: five new rooms, more monster options, coins, and rank tags. The camera and voice chat features matter more now because two of the new rooms depend on sharing information.
The update is not only about adding more floor space. It changes the rhythm of a run. Earlier rooms often let one strong player carry the group; the new set punishes that habit. Memory bridge needs a shared sequence, crushing walls needs a quick lane call, and locked exit needs four pillar photos. A group that talks through those steps will save more runs than a group that simply jumps faster.
| Detail | Current information |
|---|---|
| Version | DONT SPLASH V2 |
| New rooms | Moving platform, drifting platform, memory bridge, crushing walls, locked exit |
| Added systems | More monster options, coins, rank tags |
| Server size | 10 players |
| Features | Voice chat, camera |
| Genre | Obby & Platformer; Runner subgenre |
| Maturity | Minimal; mild fear and violence |
| Updated | October 24, 2026 |
With more than 25 million visits and 77,315 favorites, the game already has a large audience. The update gives returning players a reason to regroup rather than replay the same early rooms. The active-player count is also high, so expect busy servers and give your team room to call out over the noise.
| Signal | Listed value |
|---|---|
| Visits | 25.0M+ |
| Favorites | 77,315 |
| Active players | 75,208 |
| Server size | 10 |
The Five New Rooms at a Glance
The DONT SPLASH new update's five-room sequence moves from platform timing to a final code. Treat the set as one continuous lesson: each room teaches a skill the next one assumes you have. The first two rooms test movement, the middle two test memory and reaction, and the last room tests communication.
| Room | Main test | First move |
|---|---|---|
| Moving platform | Timing and spacing | Watch one full platform cycle before stepping |
| Drifting platform | Reading push direction | Check the arrows before you move |
| Memory bridge | Sequence recall | Watch the safe tiles light up and repeat the order |
| Crushing walls | Quick lane choice | Find the open lane before the walls close |
| Locked exit | Team communication | Photograph one pillar number and share it |
Stage-by-Stage Tips for the New Rooms
Moving platform
The moving platform room is a patience check. Watch the platform complete a full pass before you step on, then jump with enough room to land near the center. Do not stack the whole team on the same edge; one bump can send a player into the water. If someone falls, reset your timing instead of rushing to catch up. The goal is not to clear the room fast; it is to keep every player dry for the next room.
Drifting platform
The drifting platform room adds a push force. The arrows push you, so do not get carried into the water. Read the arrow direction before moving, keep your camera angled toward the next safe surface, and use short corrections instead of one long sprint. If the push is strong, plan a diagonal path that ends on a stable edge. A player who fights the current the whole way usually runs out of room.
Memory bridge
Memory bridge is the room that punishes autopilot. Safe tiles light up in a sequence, and you need to remember the order before crossing. Assign one player to call the sequence out loud, then repeat it back before anyone steps. Use your camera to keep the full bridge in view, and do not let a second player start early. If you lose the pattern, stop and reset rather than guessing.
Crushing walls
Crushing walls is a reaction room. The walls slide in and shove players into the water, but one lane always stays open. Watch for the red warning, find the open lane, and move before the gap closes. Hugging a wall is a bad habit here because the safe lane may be on the opposite side. In co-op, call the lane direction once and let everyone commit; second-guessing in the middle of a squeeze causes more falls than a slow start.
Locked exit
Locked exit changes the pace from reflexes to communication. Four numbers are hidden on pillars, and each one has to be photographed with the camera. Split the room into four directions, take one pillar each, and call out the number as soon as you have it. Do not guess 1 through 10; the door needs the photographed numbers. If your team has fewer than four players, one player can cover two pillars, but repeat the numbers aloud or note them down.
Co-op Setup and Difficulty Options
The DONT SPLASH new update gives groups more monster pressure to manage. Choose a level that matches your least experienced player, because a high monster count punishes separation in memory bridge and locked exit. Keep voice chat on if your group can use it; the game supports voice chat and camera, and both help with sequence calls and pillar photos. If voice chat is not an option, agree on a simple callout system before the first run.
A group that communicates in short phrases will clear more rooms than a silent group with better jump timing. Pick one caller for memory bridge and one lane caller for crushing walls. In locked exit, assign pillar directions before anyone moves. These roles are simple, but they prevent the most common problem in the update: four players solving the same room in four different ways.
| Setting | First-run recommendation | Why it helps |
|---|---|---|
| Monster pressure | Lower setting | Fewer distractions while learning five rooms |
| Voice chat | On, if available | Fast calls in memory bridge and locked exit |
| Camera | Ready before locked exit | Pillar photos are required |
| Team size | 2–4 focused players | Easier callouts than a full 10-player server |
| Callout style | Short directions | Less confusion during crushing walls |
How to Plan a Clean DONT SPLASH new update Run
A successful DONT SPLASH new update run starts before the first jump. Set the group's monster pressure, pick one caller, and agree that memory bridge and locked exit take priority over speed. Run the first two rooms slowly, then treat the last three as a communication chain. If the group wipes twice at the same room, stop the full run and practice that room alone. The update does not publish exact timers or monster stats, so repetition is more useful than chasing a perfect first attempt.
| Phase | Action | Success check |
|---|---|---|
| Warm-up | Start at lower monster pressure | Every player reaches drifting platform dry |
| Memory prep | Assign one caller | Sequence is repeated before anyone steps |
| Wall prep | Call the open lane early | Team moves on the red warning |
| Exit prep | Split four pillar duties | All numbers are photographed and shared |
| Review | Name the room that caused falls | Next run targets one skill, not the whole set |
Use the table as a checklist, not a speedrun route. A team that reaches locked exit with all four numbers and no guesswork is in better shape than a team that sprinted through memory bridge and lost two players. Coins and rank tags are nice rewards, but they are not worth a reset in the final room.
The safest habit is to review one mistake after each run. Did a player fall because the platform moved early, or because two players crowded the same edge? Did memory bridge fail because the sequence was missed, or because someone stepped before the call? Did locked exit stall because a number was never photographed? Fix one cause at a time, and the full set becomes much less chaotic.
FAQ
What does the DONT SPLASH new update add?
It adds five rooms—moving platform, drifting platform, memory bridge, crushing walls, and locked exit—plus more monster options, coins, and rank tags. Voice chat and camera support are also part of the current build.
How many players can join a run?
Up to 10 players per server. Smaller groups are easier for callouts, but a full server is supported. If you play with a large team, assign roles before memory bridge and locked exit.
Are voice chat and camera required?
Neither is required to load the game, but both are useful. Voice chat speeds up memory bridge and locked exit calls, while the camera is needed to photograph pillar numbers. A team without voice chat can still clear the rooms by using short text calls and repeating numbers clearly.
Where should a new group start?
Start with lower monster pressure and learn the first two rooms before pushing the full set. If memory bridge or crushing walls causes repeated resets, practice that room alone. The DONT SPLASH new update rewards clean repetition more than one fast attempt, so keep the group calm and fix one problem at a time.
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