What shipped, and when
The card that had read NEW UPDATE since 7 November 2026 was retitled The Pit at 22:27:05Z on 13 November and its window opened at 15:00:32Z on 14 November. The build record moved at 17:40:35Z that afternoon, two hours forty minutes into the window and its first move since 11 November. The window closed at 11:00:32Z on 15 November, and the record still read 17:40:35Z when we checked at 20:04Z that evening, so every room name on this page belongs to that one build.
The card's own description is the only official line the update ships with: Go deeper into the Poolrooms and enter The Pit. Can you make it to the end? There's only one rule: DON'T SPLASH! No official surface lists the rooms, the reward lines or an unlock condition. That is why the rest of this page is read from footage rather than quoted from a patch note.
The footage is two uploads from 15 November 2026. One is a 19-minute recording that queues the Pit at 0:13 and escapes it at 6:05 of the video; the other starts inside a Pit run at 04:34 UTC and walks the same names in the same order before it ends. Neither is the developer's own recording, so treat the room order and the coin lines as readings with a date on them.
How you queue it
The panel is the same CREATE PARTY screen the other maps use, and the control that picks the Pit is the third tile in the MAP row.
- MAP —
POOLROOMS,BATHHOUSEandPIT, with PIT selected in the capture. The tile carries a wave icon rather than a map thumbnail, and no lock line printed on it for the account in the recording. - DIFFICULTY —
EASY,NORMALandHARD, with theRECOMMENDEDtag on EASY. The run below was NORMAL, and the preview line changed toThe standard route through the Pit. - MODE — four tiles,
STANDARD,CHAINED,RED LIGHT GREEN LIGHTandENDLESS. STANDARD was selected. - PARTY SIZE — a minus and a plus around the number, standing at 1.
Whether a fresh account sees the same tile unlocked is unread: the panel is one account's screen, and the Bathhouse tile on the same row was greyed on an 8 November capture for a reason the panel prints as BEAT EASY 0/1. Read your own MAP row before you plan a session around it.
The twelve rooms, in the order one NORMAL run walked them
Each name below appeared at the top of the screen as the run entered that room, and the run clock beside it is the time on the HUD at that moment. The gap between two rows is what the room before it cost you.
| # | Room | Clock |
|---|---|---|
| 1 | Shifting Descent | 0:12 |
| 2 | Sweeping Rims | 0:33 |
| 3 | Pressure Steps | 2:55 |
| 4 | Recall Drop | 3:15 |
| 5 | Counterweight Basins | 3:39 |
| 6 | Folding Gallery | 3:53 |
| 7 | Pulse Wells | 4:07 |
| 8 | Rolling Channel | 4:24 |
| 9 | Balance Locks | 4:39 |
| 10 | Broken Rhythm | 5:05 |
| 11 | Drowned Rollers | 5:22 |
| 12 | Last Flush | 5:36 |
Read the second row twice. Sweeping Rims ate 2:22 of a 6:15 run — from 0:33 to 2:55 — more than the ten rooms after it combined, and it is the room where the recording died four times. The rest of the map moves fast: from Pressure Steps on, no room took longer than 26 seconds, and four of them took 14 or 15. If you are learning the Pit, the run is the first two rooms and then a sprint.
The same order appears in the second upload, name for name, up to Drowned Rollers, where that recording ends. Two samples is not a guarantee that the order is fixed, and nothing on the official surfaces states one.
The name is the whole prompt
In the Bathhouse, every room printed its name with a line underneath that told you what the room punishes. The Pit does not do that. All twelve cards we read print the name alone, so Counterweight Basins or Broken Rhythm is the only hint you get before the water starts moving, and what the room asks has to be read off the geometry.
Everything else on screen is the loadout you already know: PUSH and SCARE on the left, the THROW button on the right with the pebble and bottle counts in the toolbar, the coin counter bottom left, and Death count at the top right. The creature appears in the rooms rather than in a set piece of its own: the run we read ended with a death count of 4 against a 6:15 clear.
Progress carries the way it does on the other maps: the frame that shows Progress saved under the toolbar appeared in this run too, so a later room is worth reaching even if the one you are in is killing you.
What a NORMAL escape pays
One panel, read 6:15 into the run:
| Line on the panel | Amount |
|---|---|
| Rooms Cleared | +600 |
| Escape | +200 |
| Daily Bonus | +100 |
| TOTAL | +900 |
Four lines, three of them named. Rooms Cleared +600 is the twelve rooms in one number, Escape +200 is the finish, and Daily Bonus +100 is the line that appears with your first escape of the day. The footer reads You now have 2765 coins, and 1,865 plus 900 is 2,765, so the arithmetic on the panel checks out.
Two things this page will not do with that panel. It will not divide 600 by twelve and call 50 the price of a room: a room toast in the same run read +40 Room 1, so the rooms line is not a flat rate. And it will not carry the Farm ladder of 30, 50 and 70 a door across to the Pit, because nothing in our footage ties a Pit door to a band.
The panel also prints NEW BEST TIME!, PLAY AGAIN and TELEPORTING..., and a footer reading Next run starts automatically in 40s. The other result-panel lines, including the ones that pay for helping a teammate, are on the coins page.
What the footage does not answer
- Whether the tile is gated. PIT was selectable on the account in our capture. A greyed tile prints its own condition, the way the Bathhouse printed
BEAT EASY 0/1, so read the row on your own account. - What ENDLESS changes. The tile is on the MODE row and no recording we hold queues it. Whether it was added with this build or was simply cut off by the row's scroll in our 8 November frame is also unread.
- The per-room rate. One rooms line and one room toast are read; no frame ties a toast to a room number and a difficulty at once.
- Whether the order is fixed. Two uploads agree, which is two samples.
- Where the pumpkin tile went. The 8 November capture printed a third tile labelled
HALLOWEENwith a pumpkin; the 15 November capture printsPITin that place. The row scrolls, so this page does not claim the Farm or Halloween map was removed.
The cheap checks: read the MAP row and the MODE row before you press CREATE, watch the run clock at the second room, and photograph your own result panel — a Pit panel with a different rooms line is the fastest way to tell whether the payout moved.