Devlog

Closing the Squeeze-and-Release Exploit in Don't Squish Bob

October 5, 2026

In DON'T SQUISH BOB you control the walls of a box. Drag them inward to crush the spikes bouncing around inside, and keep them off Bob, the blob who lives in there with them. Early in development, playtesting turned up a strategy that broke the game completely. This post explains it and how it was fixed.

Don't Squish Bob gameplay: drag the walls inward to crush spikes while Bob shelters underneath

DON'T SQUISH BOB in normal play: squeeze the walls in, keep the spikes off Bob.

The exploit

It had two halves that worked together.

Half one: immortality. Squeeze the box shut and hold it. With no open space, new spikes had nowhere to appear. The spawning system tried, failed, and reset its timer. Hold the box shut long enough and spawning effectively switched off. Meanwhile survival points kept ticking up.

Half two: farming. Release the box slightly, and a spike would appear in the small gap. Squeeze immediately and crush it the instant it materialized, for full points. Repeat forever.

Together, they turned the game into a points faucet with no risk. That's not a strategy; it's a bug.

Fix one: a shut box queues danger instead of cancelling it

New spikes are now placed based on the box at rest, not the current gap. If the spot is covered by a wall, the warning stays queued underneath, visibly pulsing on the slab. The moment the wall moves off that spot, the spike appears. And the spawn timer only resets when a warning actually lands, so holding the box shut no longer switches spawning off.

The result: holding the box shut builds up a debt. When you reopen it, everything that queued while it was closed arrives at once.

Fix two: fresh spikes don't pay

A spike now has to be loose in the box for about a second before crushing it scores. Crush one instantly and it still bursts, but it earns nothing, doesn't feed your combo, and makes a dull thud instead of the usual chime. The sound matters: it tells the player immediately that something is different, without a tutorial.

Splitters inherit this rule. If a Splitter breaks into Minis, the Minis share the parent's clock: worthless if the parent was farmed, full value if it was a real threat.

Fix three: survival only pays while there's danger

Survival points now only flow while spikes are actually loose in the box. An empty board, or a box held shut, earns nothing. Points come from surviving danger, not from avoiding it.

Why the fixes work

None of the three changes stops a player from squeezing the box shut. Hiding Bob under a wall and clearing the box is still the core move, and still a good one. What changed is that every safe-looking position now has a cost. That's a better fix than banning the behavior, because the behavior was fun. It just wasn't supposed to be free.

Tips for playing the current version are in the Don't Squish Bob guide.

More from the Devlog