DONT SPLASH Coins & Upgrades
Facts checked October 25, 2026 against live gameplay sources.
Quick answer
- Repeatable escape payouts: 150 on Easy, 300 on Normal, 450 on Hard — plus a one-time 150 first-escape bonus and a 50 daily bonus.
- Coins and CASH are the same wallet (the results screen says coins, the shop says CASH).
- First upgrades to buy: Throwing Range and Pebble Skipping, 150 coins each per level.
- 11 gamepasses exist, from R$30 (Rescue Rope) to R$200 (2x Cash); the game itself is free.
What each escape pays
Coins come from finishing runs. The results screen shows four lines — two that repeat every run, two that do not:
| Difficulty | Rooms cleared | Escape | Repeatable total |
|---|---|---|---|
| Easy | 100 | 50 | 150 |
| Normal | 200 | 100 | 300 |
| Hard | 300 | 150 | 450 |
Below those sit the non-repeaters: First escape bonus 150 (once per account) and Daily bonus 50 (once per day). Neither refreshes when you switch difficulty — a sample Easy first run pays 350 total (100 + 50 + 150 + 50), but the same Easy run the next day pays 150. Budget on the repeatable numbers, not the first-run total.
Two notes that save planning errors: reaching Room 3 pays an extra +40 on entry, and coins and CASH are the same currency — the results screen says coins, the shop calls it CASH, there is no second wallet.
Repeatable payout per escape
Rooms cleared + Escape lines, per run. One-time bonuses (+150 first escape, +50 daily) not included.
small rooms, many platforms
the income switch
unlocked after 2 Normal clears
The single biggest income lever: switching Easy → Normal doubles every future run (150 → 300). No bonus in the game comes close.

The fastest ways to earn coins
- Switch from Easy to Normal. 150 → 300 per run is the single biggest income lever in the game — bigger than any bonus.
- Claim the group bonus. Joining the Boros Games Roblox group grants a one-time 200 coins + self-rescue.
- Collect the daily 50. One run a day keeps the bonus ticking.
- Make valve sequences boring. Runs past fifteen minutes are deaths, not difficulty — cleaning up the Maintenance Lock raises your coins-per-hour more than any map knowledge.
- Robux packages (optional). 250 coins for R$24, 750 for R$64, 2,000 for R$160 — the 2,000 bag has the best coins-per-Robux rate.
The six upgrades: costs, levels and priorities
The lobby's yellow UPGRADES stall sells permanent upgrades, three levels each, purchased in order. Level 1 costs 150 coins for the three always- available upgrades; the other three require their tool unlocked first:
| Upgrade | Effect | Level 0 → Level 1 | Requires |
|---|---|---|---|
| Throwing Range | Farther pebble/bottle throws | +10% distance · 150 coins | — |
| Pebble Skipping | More splashes per pebble | 3 → 4 splashes · 150 coins | — |
| Rescue Speed | Faster teammate rescues | 3.0s → 2.8s pull · 150 coins | — |
| Toy Battery | Longer wind-up toy runtime | 6s → 7s | Wind-up Toy unlocked |
| Flare Radius | Wider flare stun zone | 10 → 11 studs | Flare unlocked (450 coins) |
| Rope Reach | Longer rescue rope throws | 12 → 14 studs | Rescue Rope unlocked (250 coins) |
Priority for almost everyone: Throwing Range first, Pebble Skipping second. Both upgrade your decoy game — the core survival skill — and solo players in particular live off this pair. Rescue Speed only matters with a regular squad. Flare Radius is strong (the flare stun is the best monster tool) but sits behind a 450-coin unlock; treat it as a mid-game project.
All 11 gamepasses, priced and judged
| Gamepass | Price | What it does |
|---|---|---|
| Rescue Rope | R$30 | Permanent reusable rescue rope — the cheapest pass |
| 4th Tool Slot | R$99 | One extra loadout slot |
| 5th Tool Slot | R$149 | A second extra slot |
| Halloween Pack | R$150 | Until Oct 31, 2026: 2x cash + 1 self-revive per run; permanent ghost trail + pumpkin aura |
| Max Throwing Range | R$150 | That upgrade straight to level 3/3, forever |
| Max Pebble Skipping | R$150 | Same — instant max level |
| Max Rescue Speed | R$150 | Same |
| Max Rope Reach | R$150 | Same |
| Max Flare Radius | R$150 | Same |
| Max Toy Battery | R$150 | Same |
| 2x Cash | R$200 | Doubles run earnings, permanently |
All 11 together cost R$1,528; the game itself is free with no paywall on content. How to think about them:
- Best value for committed players: 2x Cash (R$200). It pays for itself in Robux terms within roughly a dozen Normal runs of doubled income — and every run after is profit.
- Best cheap pickup: Rescue Rope (R$30) if you play co-op. In solo play it does nothing; skip it.
- Max passes vs coin levels: a Max pass (R$150) buys what roughly 450–1,350 coins would. If you grind daily anyway, coins are free — buy Max passes only for upgrades you want tonight.
- Halloween Pack is the only limited one: the cash boost and self-revive expire October 31, 2026, but the ghost trail and pumpkin aura are permanent cosmetics.
- Tool slots (R$99/R$149) are comfort, not power — three slots (pebbles + two tools) cover every mechanic in the game.
One more Robux decision on the results screen: "Double this run's coins" for R$29 — a single-run doubler. As a rule of thumb: R$29 per run loses to the R$200 permanent 2x Cash once you play more than about seven runs, and both lose to just playing more.
Coins FAQ
Do coins carry over between runs?
Yes — coins are a persistent account wallet spent in the lobby between runs. Escaping ends the run and pays out; dying in the rising water forfeits the escape line but keeps what you banked earlier.
Are there DONT SPLASH codes for free coins?
No — the game has no code system at all as of October 2026. The free coin sources are the group bonus (200), first escape (150) and daily bonus (50). Details here.
What should my first 500 coins buy?
Throwing Range level 1 (150), Pebble Skipping level 1 (150), then bank the rest toward the Flare unlock (450) or a second level of Throwing Range. That order turns every future run safer instead of just faster.
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