How to Play BOMBANANA!

BOMBANANA! (Bomb Banana) is a chaotic, explosively funny co-op game for exactly three players, where each player holds only part of the information. A blind, a deaf, and a mute monkey must work together to defuse a bomb — or everyone goes BOOM.

What is BOMBANANA!?

It's a three-player bomb-defusal game built around asymmetric roles. Each monkey sees, hears, and acts differently, so the team has to constantly translate information between players. There is no single "right" way to defuse a bomb — the developers leave communication entirely up to you: wave, shout, throw bananas, whatever works (Steam official description). If you need the details around the game rather than inside it, the BOMBANANA! release date page also covers price, platforms and the Roblox and mobile versions.

Meet the three monkeys

Official role descriptions (Steam store page):

🙈 Blind Monkey

"You can't see the bomb, but you can touch the bomb! Sadly, you can't see colors or read screens. You'll need to rely on your teammates for the rest."

🙊 Mute Monkey

"You are the only one who can read the bomb-disposal manual. If only you could tell the others what you know."

🙉 Deaf Monkey

"You can see the bomb and see your friends frantically gesturing at you. Sadly, you can't hear a thing."

Why it works: Blind operates the bomb, Mute has the manual, Deaf is the bridge carrying state from the bomb to the manual and the answer back. No solo mode exists — exactly three players are required.

Your first bomb: a simple loop

  1. Identify the module. Deaf/Mute name what's on the panel (e.g. "three wires"), before any values are discussed.
  2. Read the state. Mute opens the manual to that module; Deaf relays the current colors/numbers/positions.
  3. Compute the answer. Mute turns the state into one clear instruction.
  4. Deliver it physically. Tell Blind a concrete action: "second wire from the left," not just "blue."
  5. Confirm before acting. If the call is disputed, Blind keeps hands off until there's one unambiguous action.

That loop is the same on every module — what changes is the lookup in step three. Themodule overview walks through how the relay splits across each puzzle type, and themodule solver lets you check a lookup between runs rather than arguing about it mid-bomb.

Communication: lock in 5 agreements

Before several modules start competing for attention, a good team agrees on five things (strategy distilled from community play guides):

  • One perspective for left/right. Default to Blind's viewpoint while facing the bomb; never switch mid-session.
  • One counting direction. Left-to-right for a row; put the position before the value ("top-right, four").
  • Unmistakable yes/no. Nod/thumbs-up vs shake/thumbs-down, visually clear.
  • Repeat ≠ reset. "Repeat" resends one missed field; "reset" throws the whole state away and restarts.
  • Blind waits on disputes. No guessing whether the team means "go" or "wait."

Game modes

Three modes, and Campaign is where you should start: it is the only one with a fixed, learnable progression. Start with how many levels are in BOMBANANA! — every bomb is listed with its timer, modules and Chaos load.

📖 Campaign

30 handcrafted levels with increasing difficulty. The place to learn the game.

♾️ Endless

Procedurally generated, wave-based levels that keep getting harder. For testing how long your routine survives.

🛠️ Custom

Build your own challenge: bomb difficulty, timer, module types, hazards, and allowed mistakes.

Tips for surviving the timer

  • Communication is the whole game. Relying on in-game voice chat, the devs built creativity into the system — but a missing bridge (e.g. a stuck Mute) stalls the run.
  • Race the clock on Blind. Blind is the only one who can physically interact with the bomb; keep mechanisms from overheating or the mission fails instantly.
  • Switch roles when stuck. A player who kept failing as Mute often solves it once they see the puzzle directly. Rotating seats shows everyone what the other two handle — the roles guide explains what each seat is carrying.

Find what broke before starting the next bomb

A failed bomb feels like one big mistake, but it gets much easier to fix once you split it into four different kinds of failure. The explosion is the result — what you want is the cause:

A rule failure means opening the right guide: Cables,Braille, Calculator or Switch each have their own walkthrough, and the manual guide covers how to find the right section under time pressure. A relay failure is a different animal entirely and belongs in theroles guide.

Failure typeWhat it looks likeWhat actually fixes it
Rule failureYou can see the panel, but do not know which information matters or how the manual turns it into an answer.A second manual lookup — open the module's guide.
State failureThe rule is understood, but one colour, number, stage or position was read wrong or went stale.A clean re-read of the panel before anything else is entered.
Relay failureThe answer was right at some point, then changed meaning or lost a position while moving between players.Fix the role and communication setup — not the manual.
Attention failureThe team knew what it was doing, but another module, a Chaos hazard or an unfinished state ate the attention needed to execute it.A question of priority, interruption or Campaign readiness — not another rule table.

The timer is what turns a small misunderstanding into a large cost: thirty seconds spent solving the wrong problem is usually what actually kills the run.

Name the panel before you describe it

When the Mute Monkey opens the manual, do not describe the whole bomb at once. The first useful fact is the module — "three cables" immediately narrows the problem, while "a light, some colours, something with numbers, and another thing flashing" does not. Once the module is identified, the next question is just as concrete: what state does this module need right now?

Cable needs one kind of state, Direction another, Calculator changes state during the solve, Switch holds several values at once, and Morse separates the active position from the code that belongs there. The manual is less like a book you read front to back and more like a set of doors — you only need to open the one matching the panel in front of you.

How we built this page. Role descriptions and the three game modes are from the official Steam store page. The four-failure diagnostic, the "name the panel first" method and the communication framework are strategy we compiled from independent community references — practical play advice rather than official rules.

Frequently asked questions

How many players does BOMBANANA! need?
Exactly three — no more, no less. Each player takes one of the asymmetric roles (Blind, Deaf, Mute) and there is no solo or two-player mode.
What are the three game modes?
Campaign (30 handcrafted levels with increasing difficulty), Endless (procedurally generated wave-based levels that keep getting harder) and Custom, where you set bomb difficulty, timer, module types, hazards and how many mistakes are allowed.
Who can actually touch the bomb?
Only the Blind Monkey. They perform every physical input — cutting wires, pressing buttons, flipping switches — and also have to stop the mechanisms overheating, which causes an immediate failure.
What is the fastest way to get better after a failed bomb?
Classify the failure first. Rule, state, relay and attention failures all end in the same explosion but need different fixes: a second manual lookup, a clean re-read, a communication repair, or better prioritisation.
Is there an official "right way" to communicate?
No. The developers deliberately impose no method — wave, shout, throw bananas. Working out how your team communicates is part of the game, which is why agreeing a gesture dictionary before the timer starts matters so much.

Deep dive: Roles & Communication →See all 30 levelsOpen Module Solver