BOMBANANA! Walkthrough — The Three-Monkey Communication Engine the Game Is Built On, How Every Bomb Module Is Actually Read, a First-Session Game Plan & the Mistakes That Blow You Up

Three cartoon monkeys crowded around an open briefcase bomb inside a cluttered toy-like van workshop in BOMBANANA. The monkey on the left wears a red blindfold and reaches toward the bomb’s control panel of coloured wires and buttons, a headphoned monkey sits behind it, and on the right a monkey with a red gag taped over its mouth holds up a blue book labelled BOMB MANUAL. The bomb’s green screen reads 01:35.
Three cartoon monkeys crowded around an open briefcase bomb inside a cluttered toy-like van workshop in BOMBANANA. The monkey on the left wears a red blindfold and reaches toward the bomb’s control panel of coloured wires and buttons, a headphoned monkey sits behind it, and on the right a monkey with a red gag taped over its mouth holds up a blue book labelled BOMB MANUAL. The bomb’s green screen reads 01:35.
One blind, one deaf, one mute, one ticking bomb. The whole game is the conversation that has to happen between these three monkeys before the timer hits zero. (Official Lefto Studio screenshot.)

How this guide is built: BOMBANANA! is brand new — a Steam Next Fest breakout that’s still in demo — so the internet has filled up with near-identical “beginner guides” that just reword the store page and pad it with generic teamwork advice, and a few that invent module “answer keys” the demo doesn’t actually support. We’ve done something more useful and more honest. The bombs in BOMBANANA! are randomised and the manual changes, so a fixed cheat-sheet is worthless. What never changes is the communication engine — who can see, hear, speak and touch — and the logic of how a module is read. This guide teaches those, using the game’s own in-game manual as the worked example, then gives you a real first-session plan, practice drills, and the mistakes that get teams blown up. Everything is in our own words and cross-checked against the official Steam page (app 4656000), the playable demo, and Lefto Studio’s own trailer and press material.


What is BOMBANANA!?

Close-up of a blindfolded cartoon monkey reaching one white-gloved finger toward an open briefcase bomb packed with coloured wires, a number keypad, red triangle buttons and small switches, its green timer screen glowing, inside a toy-like van interior.
Every bomb is a briefcase full of modules — wires, keypads, switches, braille panels — and only one monkey is ever allowed to touch them. (Official Lefto Studio screenshot.)

BOMBANANA! is a three-player online co-op bomb-defusal game from Lefto Studio, a small indie team out of Istanbul. It sits in the same family as Keep Talking and Nobody Explodes — one person works the bomb, the others hold the manual — but it adds a brilliant, chaotic twist: your three monkeys each have a broken sense. One is blind, one is deaf, one is mute. You’re all crammed into a minivan turned mobile bomb workshop, and you have to defuse the bomb on the table before its timer runs out, passing information through a team that physically cannot communicate the normal way.

It struck a nerve immediately. The free demo launched on 15 June 2026 and became the single most-played demo of Steam Next Fest June 2026, with 670,000+ players, and it currently sits at “Overwhelmingly Positive” (around 97% of 1,500+ reviews). The full version is slated for August 2026 on Steam (Windows). It’s a Casual / Indie party game with full controller-free options, voice chat, a level-based campaign, and a Free Mode for building your own bombs. It is, in the affectionate sense, a friendship-tester: the comedy comes from watching three people who can’t talk to each other try to agree on which wire to cut.

The one hard rule before anything else: BOMBANANA! is built for exactly three players. There is no solo mode and no two-player mode — you need a full trio online before a bomb will start. Plan around that.


Meet the crew: three monkeys, three broken senses

A cartoon monkey with a red strip of tape sealing its mouth holds up an open blue book labelled BOMB MANUAL, sitting beside an orange arcade cabinet inside the van, with dynamite sticks and green bottles around it.
The Mute Monkey owns the manual and knows every answer — and can’t say a single word of it out loud. (Official Lefto Studio screenshot.)

Each monkey can do two of the three things — see, hear, speak — and is missing the third. The blind one is also the only one allowed to touch the bomb. Internalise this table before your first run, because every callout you make has to respect it:

Role Can Can’t Job
Blind Monkey (red blindfold) Hear, speak, touch the bomb See colours, screens or text The only hands on the bomb. Reports what things feel like (including braille dots), then executes the command it’s given.
Deaf Monkey (headphones) See the bomb, speak Hear anything (including the Blind Monkey) The voice to the Blind Monkey. Reads the Mute’s gestures, looks at the bomb, and speaks the instruction out loud.
Mute Monkey (taped mouth) See, hear the team, hold the manual Speak at all The rulebook. Hears the facts, finds the answer in the manual, and turns it into gestures for the Deaf Monkey to relay.

Read it carefully and a chain falls out of it on its own. The Blind Monkey can speak, but only the Mute can hear — so the Blind Monkey’s reports go to the Mute. The Mute can’t speak, so the only way out of the Mute’s head is a gesture — and the one who can see that gesture and still talk to the Blind Monkey is the Deaf Monkey. That’s the loop, and it only runs in one direction.

The one idea that makes the whole game work

A cartoon monkey with its mouth taped shut holds both white-gloved hands up in a stop gesture in front of an open briefcase bomb whose green screen reads 14:19, inside the cluttered van workshop.
When the Mute Monkey throws up a gesture, the whole table has to stop and read it. Agreeing on what those gestures mean beforehand is most of the game. (Official Lefto Studio screenshot.)

Here is the insight every good BOMBANANA! team figures out, and it’s worth saying plainly: no single monkey can solve a single module by themselves. The design guarantees it. A module’s answer always depends on at least two kinds of information that are split across the senses:

  • Tactile information — braille dots, the feel of a switch, which physical module is which — can only be gathered by the Blind Monkey’s hands.
  • Visual information — the colour of a light, the number of cables, what’s on a screen — can only be seen by the Deaf or Mute Monkey.
  • The rule that combines them lives only in the manual, which only the Mute Monkey holds.

So every module is a tiny relay race. The Blind Monkey feels something and says it. The Mute hears it, matches it against what they can see and what the manual says, and gestures the answer. The Deaf Monkey reads the gesture, confirms it against the bomb, and tells the Blind Monkey exactly what to press, flip or cut. The Blind Monkey does it and reports the result. That’s one module. A bomb is several of them, in a row, against a clock.

The practical consequence: your skill ceiling isn’t puzzle-solving, it’s communication discipline. The teams that explode aren’t the ones who can’t read a manual — they’re the ones who talk over each other, stack three instructions at once, or let the Blind Monkey’s hand move before the answer is confirmed. The fix is structure, which the next two sections give you.

How a single module gets solved, step by step

Two open pages of the in-game bomb manual in BOMBANANA. The left page, titled DIRECTION MODULE, reads ‘Press the direction based on the braille number and the color of the light’ above a table cross-referencing braille numbers against red, yellow, green and blue lights to give up, down, left and right arrows. The right page, titled CABLE MODULE, reads ‘Cut the correct colored cable based on the number of cables and the color of the light.’
The real in-game manual. Notice every rule needs two inputs from two different monkeys — a braille number (felt by the Blind Monkey) and a light colour (seen by the others). That’s the entire game in one page. (Official Lefto Studio screenshot.)

Let’s walk a real one, using two modules straight out of the game’s manual, so the loop stops being abstract.

The Direction Module. The manual rule is: “Press the direction based on the braille number and the colour of the light.” The module has a braille number embossed on it and a coloured indicator light, and the manual gives a grid: each braille number, crossed with each light colour (red, yellow, green, blue), points to an arrow — up, down, left or right. Here’s how the trio actually solves it:

  1. Blind Monkey: “I’m on a Direction Module. The braille reads… three dots, like a five.” (Only they can feel it.)
  2. Deaf or Mute: sees the light. “Light is green.” (The Blind Monkey can’t.)
  3. Mute Monkey: finds the row for braille-5 and the green column, sees it says left, and gestures left.
  4. Deaf Monkey: reads the gesture, double-checks it’s a Direction Module, and says aloud: “Press left.”
  5. Blind Monkey: “Pressing left… done. It cleared.”

The Cable Module works the same shape with different inputs: “Cut the correct coloured cable based on the number of cables and the colour of the light.” So the sighted monkeys supply the count (“four cables”) and the light colour (“blue”), the Mute looks up that cell in the manual and gestures which colour to cut, the Deaf relays it, and the Blind Monkey cuts — carefully, because cutting is irreversible.

The pattern is identical every time: gather both inputs, look up the one cell where they meet, confirm, then act once. If you can run that cleanly, you can solve any module the game throws at you, even ones you’ve never seen, because you’re executing a procedure rather than memorising answers.

The module families you’ll meet

The demo introduces modules gradually, one new type per level or two, and the full game adds more. The exact tables are randomised and you learn them from the in-game manual on the night — so rather than a fake answer key, here are the families and the kind of information each one needs, which is what actually lets you call them fast:

  • Cable / Wire modules — cut one cable, chosen by the number of cables and the indicator light colour. Sighted inputs do the work; the Blind Monkey just needs a steady hand and a confirmed colour. Cutting is permanent, so this is the one to slow down on.
  • Direction modules — press an arrow, chosen by a braille number (felt by the Blind Monkey) and a light colour. The classic “needs both halves of the team” module.
  • Braille modules — the Blind Monkey reads embossed dots by touch and reports the number; the manual converts it. This is the one place the Blind Monkey is the source of truth, so nobody else should guess the number for them.
  • Keypad / number modules — enter a value one digit at a time, usually matched against a manual table tied to the bomb’s current state. Confirm each digit before the next.
  • Switch modules — flip switches into a target pattern, often paired with braille values or lights. Flip one switch at a time and re-confirm; it’s easy to lose track of which is up.

More exotic modules appear as you climb, but they’re all variations on the same theme: two split inputs, one manual rule, one careful action. Treat each new module type as its own little tutorial the first time it shows up — don’t race it.


Setting up your first session

Two cartoon monkeys seen from behind — one wearing red headphones, one in a red blindfold — lean over an open briefcase bomb fitted with coloured wires, a number keypad and a green timer screen reading 03:46, inside the toy-like van workshop.
Two of the three at work. Before the timer ever starts, settle roles, your gesture vocabulary, and one golden rule: one action at a time. (Official Lefto Studio screenshot.)

A surprising number of first runs fail before the bomb even matters, because the team never agreed on how to talk. Spend three minutes up front:

  1. Get three players and the demo. Install BOMBANANA! (the free demo is on Steam) on all three machines, launch once to the menu, and check your microphone and audio devices in settings — the in-game voice chat is restricted by role, so it has to be working for the Deaf and Blind Monkeys to do their jobs.
  2. Assign roles out loud. Decide who is Blind, Deaf and Mute before starting. For a first session, give the manual (Mute) to whoever is calmest under pressure and the bomb (Blind) to whoever follows instructions without improvising.
  3. Agree on five gestures. You only need a tiny vocabulary to start: wait, repeat, confirm/yes, done, and unclear. One unambiguous gesture each. Don’t invent a giant codebook on the first night — clarity beats cleverness.
  4. Set the golden rule. One target, one action, one result, before anyone moves on. The Blind Monkey’s hand does not move until the instruction has been confirmed.

Helpful settings to know about: BOMBANANA! lists a “Playable without Timed Input” option and keyboard/mouse-only options among its features, and it supports Family Sharing, so getting a nervous friend into a trio is easy. Stick to the official Steam build — ignore any site pushing an “APK,” a repack, or an unofficial download; this is a PC co-op game and those listings are not the real thing.

A first-session game plan — and Free Mode drills

Give every callout the same shape so anyone listening instantly knows whether you’re stating a fact, asking a question, or giving an order. A clean shape, in order:

Target → State → Question → Decision → Action → Result.
“Direction Module (target). Braille feels like five, light is green (state). What arrow? (question) — Manual says left (decision). Press left (action). Cleared (result).”

Keep guesses out of the channel. “I think it’s left” is how bombs go off; say “unclear” and re-read instead. When anyone is lost, call a full stop — everybody freezes, no input happens — and rebuild the callout from the top. A pause never killed a bomb; a rushed guess does.

Once the demo opens up Free Mode (build-your-own bombs), use it as a practice range rather than only a sandbox. A few drills that build the right habits:

  • Wires only. A bomb of nothing but cable modules — drills clean colour-and-count callouts and disciplined, irreversible cuts.
  • Braille only. Forces the Blind Monkey to slow down and report dots accurately, one number at a time, with no one else allowed to guess for them.
  • Switches plus braille. Combines a tactile read with a one-at-a-time action — the most common place to lose track mid-module.
  • Full-stop practice. Deliberately call a full stop on every module reset, just to make the “freeze and rebuild” reflex automatic before a real timer is involved.

Mistakes that blow you up

Almost every explosion in BOMBANANA! traces back to one of these, and all of them are communication errors, not puzzle errors:

  • Moving before confirmation. The Blind Monkey acts on a half-heard instruction. Cutting and digit-entry are unforgiving — the hand waits for “confirm.”
  • Stacking instructions. Three things shouted at once. The Blind Monkey can only safely hold one action in their head; deliver them one at a time with a result in between.
  • Guessing for the Blind Monkey. A sighted player “helpfully” inventing a braille number they can’t actually feel. Only the hands on the bomb own the tactile read.
  • Forgetting the Deaf Monkey can’t hear. Talking to the Deaf Monkey instead of gesturing. They get everything through the Mute’s hands and their own eyes — never your voice.
  • Tiny gestures. The Mute mumbling a gesture the Deaf Monkey can’t read across the van. Make them big and pre-agreed.
  • Rage-quitting after a boom instead of debriefing. After each explosion, name the one link in the chain that broke — observation, look-up, relay, or action — and fix only that. You improve far faster than by replaying blindly.

Getting good: callouts, rotation, and tempo

Past the first few bombs, the difference between a team that clears levels and one that stalls comes down to three habits:

  • Rotate roles. Swap Blind/Deaf/Mute every few bombs or between campaign levels. It stops one person burning out in the hardest seat, and — more importantly — once you’ve been the Mute, you understand exactly what the Mute needs from you when you’re the Blind Monkey. Empathy is speed here.
  • Measure pauses, not volume. A team improving at BOMBANANA! doesn’t get louder, it gets quieter — fewer full-stop calls per bomb, shorter gaps between read and action. When the rhythm smooths out and explosions get rare, move up a difficulty.
  • Announce clears. Say “module cleared” out loud before moving to the next one, so the whole team shares a single picture of how much bomb is left and how much clock. Silent progress is how two people end up solving two different modules.

The campaign gives a little more mistake tolerance as it goes — later levels won’t pop on a single fumble the way the first ones can — but don’t read that as permission to guess. Three sloppy inputs still ends most bombs.

Lefto Studio’s official trailer — a 90-second taste of exactly the kind of beautiful chaos this guide is trying to organise.

Is it worth it? An honest verdict

BOMBANANA! is one of those rare party concepts where the gimmick is the depth. Splitting sight, hearing and speech across three friends turns “read the manual to your buddy” into a genuine logistics problem, and the toy-box art and monkey slapstick keep it funny even when you’re losing. The demo’s record-breaking Next Fest turnout and near-universal positive reviews aren’t hype — the core loop really is that moreish, and it’s the kind of game you’ll keep “one more bomb”-ing well past when you meant to stop.

The honest caveats are small and mostly structural. It is strictly three-player, so you need to wrangle a trio every time you want to play — no dropping in solo. It’s still a demo heading toward an August 2026 launch, so expect the module roster, level count and balance to keep shifting; treat any “complete answer key” you find online with suspicion, because the bombs are randomised and the manual is the only authority. And like every game in this genre, it lives or dies on your group — with the wrong three people it’s frustrating, with the right three it’s the best thing on the table all night. Go in expecting to fail, laugh, debrief, and run it back. That loop is the whole point, and BOMBANANA! nails it.