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BOMBANANA Thirty bombs, two workplaces

Campaign is authored. Endless is waves. Custom is the drill. The demo is not the map.

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BOMBANANA Campaign Levels

BOMBANANA Campaign is thirty handcrafted levels with a rising difficulty curve. You defuse a bomb, you unlock the next stage, and the mix of modules, timer, and workplace gets less polite. That is the spine of the released game. It is not a seven-mission demo with a Free Mode taped on the end.

If your bookmarks still say the playable build has seven tiers, throw them out. The June 2026 demo used a short ladder and a sandbox. Teams who lived in that demo learned wires, a direction pad, a jumbled keypad, and switches. Those families still matter. They are not the full thirty-level map, and they are not a license to publish a fake walkthrough that names every authored bomb as if Lefto froze the list in June.

Start from Getting Started if the trio has not cleared a single casing. Use this page when you are ready to treat Campaign as a course instead of a party clip.

What Campaign is actually teaching

Early Campaign bombs teach the Mute to Deaf to Blind sentence. You meet one family, you learn to name it, you learn to confirm, you learn that a single wrong input can end a run if the mistake limit is cruel. Later bombs stack families, then add CHAOS work that keeps Blind’s hands busy, then move you out of the minivan.

The minivan workshop is the room everyone saw in trailers: tight, funny, easy to slap someone by accident. The airplane is a launch workplace with its own objects and interactions. Sight lines change. Mute may have to physically move so Deaf can read an emote. Blind may have a longer walk to the casing. Environmental toys are there so you can mess around. They are also how you waste a timer you needed for a calculator.

Hazards are not flavor text. Power outages steal LEDs and screens. Obstructions block a module until someone interacts with the world. Loud interruptions sit on top of a voice chain that was already fragile. When a hazard hits, stop the input. Clear it. Reread the module. Puzzle Modules is the family-by-family version. Controls is the interact-and-camera version.

How to climb without lying to yourselves

Replay a stage until the new family is boring. Unlocking level twelve with a lucky guess teaches you nothing except that Campaign has a next button. If wires still require a debate about left and right, you are not ready for a bomb that also wants a keypad sequence and a CHAOS job.

Assign a caller of last resort. That is Deaf, unless you have a reason to break the pattern. Mute does not start a second module while Blind is mid-cut. Blind does not browse the airplane cabin for slapstick while a switch panel is live. After a boom, name the stage, the module, and the broken step. Then run the same stage. The callout sheet is for that note. The communication guide is for when the broken step was social.

Swap roles every few clears. Campaign will otherwise crown one person as Mute forever because they can read a table quickly, and that person will burn out while Blind never learns the manual’s shape. Role pages on the players hub exist so a swap is not a personality fight.

Two colorblind modes belong in Options before you blame Campaign for evil greens. Twenty-three Steam achievements exist for people who like a checklist. Lefto’s content reveal called out sixteen new achievements versus the demo; Steam’s store page lists twenty-three on the shipped product. Play for the bombs first. Chase the extra tasks after the trio can finish a workplace without a vote to uninstall.

Endless and Custom are not Campaign with the lights off

Endless is procedurally generated and wave-based. It keeps getting harder. Use it when the authored curve feels slow, or when you want a mix the thirty levels have not shown you yet. Do not use it as a teacher for a brand-new Mute. Waves do not pause for a dictionary argument.

Custom lets you set bomb difficulty, timer, module types, environmental hazards, and the mistake limit. This is the drill room. Build a wires-only bomb if your left-to-right read is still messy. Build a long timer with CHAOS enabled if Blind needs to practice staying busy without dropping the confirmed-cut rule. Build a loud-noise bomb if you want to test stop phrases. Then go back to Campaign and spend that skill on an authored mix.

The demo’s Free Mode was a cousin of Custom. Do not quote Free Mode settings as if they were a Campaign stage. Rank the three products on the mode tier list once you have touched all three. Most groups should live in Campaign until the airplane is familiar, dabble in Custom for weak families, and treat Endless as the afterparty.

A practical night plan

Night one: lobby, roles, one easy Campaign bomb, one replay of the same bomb with swapped jobs. Night two: climb until the first stacked bomb, then Custom the family that caused the boom. Night three: airplane if you have unlocked it, with a rule that nobody slaps during a live module. Public server-browser nights are for chaos, not for learning a new CHAOS family. Put those in Playing Co-op.

If a patch changes a timer or a module mix, check launch notes and patch notes before you rewrite your night plan. Lefto shipped an art overhaul, extra lobby tools, and the airplane at launch. Post-launch notes are where new workplaces will show up if the studio keeps the promise of more environments in the works.

Campaign will not make you a bomb technician. It will tell you whether your trio can hold a sentence together while a plastic briefcase beeps. That is the whole pitch. If you want a verdict on whether thirty levels of that pitch is worth $7.99, read the BOMBANANA review. The rest of the walkthroughs sit on the guides hub.

FAQ

Frequently Asked Questions

Quick answers for three-player bomb runs.

How many Campaign levels are in BOMBANANA?

Thirty handcrafted levels in the full game. Difficulty rises as you clear them. This is not the demo's short tier list.

Can I use a demo seven-level guide for Campaign?

No. The demo taught families and a short ladder. The released Campaign is thirty authored bombs plus the airplane. Start from Getting Started and this page.

When do the minivan and the airplane show up?

The minivan workshop is the familiar start. The airplane is a launch environment with its own objects and interactions. More workplaces were described as in the works at launch.

What is the difference between Campaign, Endless, and Custom?

Campaign is thirty authored levels. Endless is procedural waves that escalate. Custom lets you set difficulty, timer, modules, hazards, and mistakes. Rank them on the mode tier list.

How should we handle power outages and noise?

Stop inputs, clear the hazard, then reread the module from scratch. Puzzle Modules and Controls cover state and interact.

Are there achievements tied to Campaign?

Steam lists 23 achievements on the full game. Lefto highlighted 16 new ones in the content reveal. Play the bombs first, then chase extras.