BOMBANANA Controls for three monkeys
Move, look, emote, slap, and press one confirmed input at a time.
BOMBANANA is a first-person co-op game. You walk a monkey body around a workplace, look at teammates, and either touch a bomb, read a manual, or talk. The puzzles are not fighting games. The inputs still matter because a sloppy interact is a wrong wire, and a late emote is a Deaf Monkey staring at a blank face while the timer eats the remaining seconds.
This page does not publish a fake key table. Lefto Studio can remap defaults in a patch, and Steam Input lets each pad overlay its own layout. Open Options on your client, read the live list, and treat that list as the authority. Use this guide for what each role actually needs to bind well, and for the habits that keep hands off the casing until the sentence is finished.
If you have not finished a bomb yet, start with Getting Started. If you already know the roles and keep mis-pressing the keypad, stay here, then jump to Puzzle Modules.
Platforms, pads, and Steam Input
The released game runs on Windows 10/11 64-bit and macOS 11 or later. Steam lists full controller support, Xbox controllers, PlayStation controllers, and the Steam Input API. That means a DualSense, a DualShock, or an Xbox pad should be able to move, look, interact, and open the emote wheel without a community workaround. Confirm the layout in Steam’s controller overlay before you blame the game.
Steam Deck is listed as Unknown. Some Unity first-person builds run on Deck with a little bind work. Unknown is not Verified. If a friend only owns a Deck, test a lobby before you sell the night as couch co-op. Local split-screen is not the product. BOMBANANA is online co-op for exactly three players. Details sit on Playing Co-op and system requirements.
Keyboard and mouse is the other first-person path: move, look, interact, emote, voice. Whatever you pick, bind the emote wheel to a key or button you can hit without taking your view off the person you need to see. Mute Monkey lives and dies on that wheel. In the full game every role gets emotes, so Blind can signal wait or repeat even though Deaf cannot hear a shout.
Role-specific control jobs
Blind Monkey is the only player who is allowed to touch the bomb. Their world is not a color screenshot. They feel modules, read braille, and listen. Bind interact so a single press is clean. Do not bind interact next to a slap or a flip-off if you are the kind of player who fidgets. Blind’s extra social toys are funny until they register as a cut. When Deaf says left, it is Blind’s left. Turn your body so the casing matches that promise. The Blind Monkey page is the role version of this paragraph.
Mute Monkey never speaks in-character. Their primary output is the emote wheel, pointing, nodding, and any other gesture the game exposes. Bind the wheel to a hold you can keep up while you still flip manual pages. Large, slow emotes beat tiny flicks that Deaf cannot parse from across a minivan. Mute also needs a fast wait sign. If the manual row is not ready, the correct input is nothing. See Mute Monkey and Communication.
Deaf Monkey is a camera operator with a microphone. They look at the bomb, look at Mute, and speak to Blind. Bind voice so it does not clip. If you use push-to-talk, practice holding it for a full sentence: module name, position, details, then the answer. Deaf cannot hear Blind’s panic, so they must watch Blind’s body and emotes for the repeat-back. The Deaf Monkey page covers the bottleneck. In-game voice is restricted by role. A perfect headset does not punch through that rule.
Emotes, slapping, and mouths that move
The content reveal and the Steam feature list are blunt about the social layer. All three monkeys can emote. You can slap each other. You can flip each other off. When someone talks through voice chat, the monkey mouth moves in the lobby and in the round. Those toys are not the defusal. They are how tension leaks.
Use them on purpose. A slap in the lobby is fine. A slap while Blind is lined up on a wire is how you get a Very Positive Steam review that still calls your friend a hazard. Agree that during a module, emotes mean wait, yes, wrong, repeat, and numbers. After the module clears, you can waste five seconds on banana theater. Campaign later adds environmental objects you can mess with. That is also not a wire.
Two colorblind modes adapt object and UI colors. Turn them on from Options if Deaf or Mute is losing green and red. Blind does not see those screens, so colorblind settings are for the sighted jobs and for anyone watching a stream of the casing.
Voice, audio mix, and hazards that steal inputs
Lower music until spoken callouts and emote audio cues are obvious. Deaf Monkey still will not hear teammates through the in-game path. Do not keep asking them to listen. Write the rule on the callout sheet if someone keeps forgetting.
Hazards in the full game include power outages, obstructions, and loud interruptions. A blackout is a camera problem and sometimes a touch problem. An object in the way is an interact problem: someone has to move it before Blind can reach the module. Loud noise is a voice problem: Deaf may still be talking, but Blind cannot use the words. Stop the input. Clear the hazard. Call the module state from scratch. Reusing a number from before the outage is how you type the old equation into a new keypad.
Airplane stages add a different geometry than the minivan workshop. Sight lines change. Mute may need to step so Deaf can see the wheel. Blind may need to plant their feet so left stays left. Campaign Levels explains when those workplaces show up. Do not learn that lesson by sprinting on a live bomb.
Keypad discipline and one-input rule
The numpad is jumbled. The glyph for 7 might not sit where a phone pad puts 7. Controls advice is simple: Deaf says the digit, Blind looks for that glyph, Blind does not press a corner because a streamer said bottom-left. If you need the longer version, it is in Puzzle Modules.
The one-input rule applies to every family. Cut one wire. Press one direction. Type one confirmed sequence. Flip the switches you were told, then Enter only after the whole package is confirmed. Interact is not a drum. If a press does not register, Blind reports the miss and waits. Mashing is a mistake against the bomb’s error limit.
Controller users should drop look sensitivity until they can hold a reticle on a small switch without drifting into the next one. Keyboard users should keep their interact finger off the key between confirms. Everyone should disable extra Steam overlay shortcuts that steal the emote bind.
When the binds feel boring, you are ready to play. Boring hands plus a loud Deaf is the winning mix. Rank which roles punish bad binds on the role tier list. Come back to this page after a patch if Lefto changes a default. The guides hub links the rest of the walkthroughs, and the BOMBANANA review is honest about whether this input-and-talk loop is the kind of party game you actually want.
Frequently Asked Questions
Quick answers for three-player bomb runs.
Does BOMBANANA support controllers?
Yes. Steam lists full controller support, Xbox controllers, PlayStation controllers, and Steam Input. Check your layout in Steam and in Options before the first bomb.
Is BOMBANANA verified on Steam Deck?
No. Steam Deck compatibility is listed as Unknown. Test it yourself. The game is online co-op, not local split-screen. See Playing Co-op.
Who can use the emote wheel?
In the full game, all three roles can emote. Mute still depends on gestures the most. Blind should bind a wait or repeat sign because Deaf Monkey cannot hear shouts.
Why can't Deaf Monkey hear my microphone?
In-game voice is restricted by role. Deaf cannot hear. Blind can hear spoken instructions. Mute cannot speak. Read Communication before you add Discord.
Where do I turn on colorblind modes?
In Options. Lefto shipped two colorblind modes that retint objects and UI. They help the sighted roles on wire and LED callouts.