Splash Sort: Tub Tidy 3D
Not in any tracked top chart right now.
Updated 20 Oct 2026 · rankings refresh through the day
DeveloperVicApp Game
CategoryGames
PriceFree
Released
Rating★ 1.0 (24)
Version0.3.1
Age rating9+
First seen by us
13 Oct 2026
Installs (est.)1k+ worldwide
Rating
1.0 ★
24 ratings
Measured
Splash Sort: Tub Tidy 3D on the App Store
App details
App ID
6767481461
Publisher
Beijing Weikapo Technology Co., Ltd
On the store since
Aug 2026
Under a year
Minimum OS
iOS 15.0+
iPhone 6s and later
Devices
iPhone · iPad
Universal purchase
Content rating
9+
1 content note below
Languages
8
EN FR DE JA KO ZH ES ZH
Size
274 MB
Also listed in
Puzzle, Casual
Content notesInfrequent/Mild Cartoon or Fantasy Violence
Splash Sort: Tub Tidy 3D downloads
Worldwide, per day, and installs to date. The band is open; the exact number is free with an account.
How this is calculated
Apple publishes no download counts. iPhone downloads come from chart positions and daily rating growth per country, calibrated on Google Play install counts; lifetime installs from ratings worldwide × installs per rating. Confidence is the chance the real number is within half to double ours.
Active users
All platforms, worldwide. Free with an account.
Stickiness (DAU / MAU)
how many monthly users open it on a given day
How this is calculated
Monthly users come from lifetime installs across every store, fitted on monthly active user figures companies publish; daily users = monthly × the typical daily/monthly ratio for the category. Confidence is the chance the real number is within half to double ours.
Business model: Ad-led
How Splash Sort: Tub Tidy 3D makes money: subscriptions, one-off purchases and ads.
Ads · 19 ad networks
Ads
/mo
of revenue
Where it ranks now
Every top chart it appears in across 30 countries.
| Country | Charts | Rank |
|---|---|---|
| Not charting right now. | ||
Ratings
App Store, worldwide.
Rating
1.0 ★
24 ratings
Measured
Ratings
24
Measured
About Splash Sort: Tub Tidy 3D
Splash Sort: Tub Tidy 3D
Bath time is over. The toys never got the message.
They are still floating in there — dolphins, toy cars, drums, letter blocks, puzzle cubes, kites, juice cartons, tiny rubber figures — sliding over one another, sinking half out of sight and bobbing back up somewhere else entirely. One tubful at a time, you are going to get every last one of them out.
THE CRATES DECIDE, THE TUB DELIVERS
Look at the crates sitting above the water before you touch anything. They tell you exactly what this round wants: three green crocodiles, three dolphins, three red letter blocks. That is your shopping list. Now go and find them.
Tap a toy the crates are asking for and it goes towards that order. Land all three and the crate closes in a splash, water flying everywhere, and a fresh order takes its place. One finger, one tap, no dragging, no swiping, no combos to memorise.
You are never hunting blind, either. When three of a kind are showing on the surface together they glow with a soft outline. The game does not hide anything from you. It just buries it.
THE BENCH HOLDS FIVE
Here is where it gets interesting. The toy an order wants is not always reachable — it might be pinned under a drum, tucked behind a fire engine, or still somewhere below the surface and yet to float up. Meanwhile you can see other toys you know a later order will ask for.
So you bench them. Five round slots sit under the crates, and anything you lift that nothing currently wants waits there until its turn comes round. Get it right and a benched toy slots straight into a new order the moment that order appears, clearing almost for free.
Get it wrong and those five slots fill with things nobody ever asks for — and when the fifth one goes, the level is over. There is no clock anywhere on screen. Nothing ticks, nothing rushes you. Every bit of pressure in this game comes from five small circles and how carefully you spend them.
THINKING A ROUND AHEAD
The toys sit in layers, not spread out flat, and the water keeps shifting them. A pair you were saving can drift under something heavier while you are looking the other way, and clearing one order rearranges what you can reach for the next.
So the good players are not the fast ones. They are the ones holding one slot back for the crocodile they know is coming, and lifting a cube they do not need yet just to see what is underneath it. Levels are short, but most of them turn on two or three decisions.
A star meter in the corner climbs as orders close, and levels open one after another along a path that winds across the bathtub on the map. Some tubs are stacked deeper than others, some throw in more kinds of toy, and some run two orders side by side, which is when five slots starts to feel very small indeed.
TWENTY-SEVEN TOYS TO FISH OUT
Everything you pull out of the water is recorded on a display shelf in the bathroom. Toys you have not met yet sit there as grey silhouettes and pop into full colour the first tim
Bath time is over. The toys never got the message.
They are still floating in there — dolphins, toy cars, drums, letter blocks, puzzle cubes, kites, juice cartons, tiny rubber figures — sliding over one another, sinking half out of sight and bobbing back up somewhere else entirely. One tubful at a time, you are going to get every last one of them out.
THE CRATES DECIDE, THE TUB DELIVERS
Look at the crates sitting above the water before you touch anything. They tell you exactly what this round wants: three green crocodiles, three dolphins, three red letter blocks. That is your shopping list. Now go and find them.
Tap a toy the crates are asking for and it goes towards that order. Land all three and the crate closes in a splash, water flying everywhere, and a fresh order takes its place. One finger, one tap, no dragging, no swiping, no combos to memorise.
You are never hunting blind, either. When three of a kind are showing on the surface together they glow with a soft outline. The game does not hide anything from you. It just buries it.
THE BENCH HOLDS FIVE
Here is where it gets interesting. The toy an order wants is not always reachable — it might be pinned under a drum, tucked behind a fire engine, or still somewhere below the surface and yet to float up. Meanwhile you can see other toys you know a later order will ask for.
So you bench them. Five round slots sit under the crates, and anything you lift that nothing currently wants waits there until its turn comes round. Get it right and a benched toy slots straight into a new order the moment that order appears, clearing almost for free.
Get it wrong and those five slots fill with things nobody ever asks for — and when the fifth one goes, the level is over. There is no clock anywhere on screen. Nothing ticks, nothing rushes you. Every bit of pressure in this game comes from five small circles and how carefully you spend them.
THINKING A ROUND AHEAD
The toys sit in layers, not spread out flat, and the water keeps shifting them. A pair you were saving can drift under something heavier while you are looking the other way, and clearing one order rearranges what you can reach for the next.
So the good players are not the fast ones. They are the ones holding one slot back for the crocodile they know is coming, and lifting a cube they do not need yet just to see what is underneath it. Levels are short, but most of them turn on two or three decisions.
A star meter in the corner climbs as orders close, and levels open one after another along a path that winds across the bathtub on the map. Some tubs are stacked deeper than others, some throw in more kinds of toy, and some run two orders side by side, which is when five slots starts to feel very small indeed.
TWENTY-SEVEN TOYS TO FISH OUT
Everything you pull out of the water is recorded on a display shelf in the bathroom. Toys you have not met yet sit there as grey silhouettes and pop into full colour the first tim
Latest updates
0.3.1
Enhanced game experience and adjusted difficulty with game level.