
BOMBANANA! guide: which way the information travels, the vocabulary to agree on first, and the mistakes that blow you up
Who talks to whom, in what order, and in which words. A guide to the three roles, the three modes and the environmental hazards.

Three-player defusal where everyone is missing a sense. You fail bombs for excellent reasons, then immediately start again.
Alexandrosse
InsertCoins.press Score
8/10
Verdict
Recommended
Nobody understood how we defused the first bomb.
The mute monkey was waving both arms at the screen, the deaf one was calling out colours the blind one could not see, the blind one was poking a module at random, and the timer had reached three seconds when something clicked. We screamed with relief, then argued for five minutes about which of the three of us had been right.
That is exactly what BOMBANANA! promises, and it has been keeping its word since this morning, the day of its release.

Three players, no more and no fewer. One banana bomb. One timer.
And each of you is missing a sense, after the three wise monkeys.
The blind monkey cannot see the bomb but can touch it. This is the one who cuts, turns and presses. Colours and anything written on a screen are lost on them, so every action is taken on the strength of what somebody else says.
The mute monkey is the only one who can read the defusal manual. So this is the one holding the whole procedure, and the one who cannot say it.
The deaf monkey sees the bomb and sees the others gesticulating in their direction. They hear nothing at all, which at this point in the round almost counts as a mercy.
Information therefore never travels in a straight line. The mute knows what to do, waves it at the deaf, the deaf translates out loud, the blind executes without any way of checking. Three links, two translations, and a chance to go wrong at every stage.
The game imposes no method of communication on you. It says so on the store page and it is its best decision.
You have an emote wheel, a finger to point with, the ability to flail, and permission to slap your teammates. The rest you invent.
In practice, teams build a private language inside two evenings. In ours, two raised fingers meant second module from the left, a slap meant stop everything, and pointing at the ceiling meant I understand nothing, start again. None of that is in the game. All of it works.
And when the code holds, the feeling is superb: three differently handicapped people succeeding anyway, without any one of them ever having the complete picture.
When it does not hold, a friend slaps you because you have just cut the wire they had been pointing at for fifteen seconds.

This was the question the demo left open, and here is the answer.
Campaign: 30 handcrafted levels of rising difficulty. This is the part that teaches you the modules one at a time, and where you should start.
Endless: procedurally generated waves that keep hardening until they finish you. The mode that takes over once the trio is drilled.
Custom: you set bomb difficulty, timer length, which module types appear, environmental hazards, and how many mistakes are forgiven. This is the mode that lets you host a beginner without humiliating them, or deliberately punish yourselves.
On top of that come the environmental hazards, which are the genuine find of the final version: power cuts, obstructions, loud interruptions. When the lights go out while the deaf monkey is describing a cable, the chain of information snaps at the worst possible moment, and the game knows it.
The minivan is no longer the only setting either. You now defuse elsewhere, including aboard a plane.
You must be exactly three. Not two, not four. No solo mode. If your usual group is four, somebody watches.
You need people willing to look ridiculous. The game runs on adults miming instructions at a screen. With silent strangers, nothing happens.
Voice chat is built in, with the obvious catch: some of you can talk, some cannot hear, and organising around that is your problem.
One accessibility note worth flagging: a colour-blind mode covers two types of colour blindness, across objects and the interface alike. In a game where one role already consists of not seeing colours, the care is welcome.
Hardware-wise it is painless: 300 MB of disk and an old i3 will do. The game lists at 8.15 euros, with a launch discount bringing it to 5.05.

The numbers need addressing, because they are all over the studio's communication and deserve to be read properly.
Lefto Studio and publisher TARK announce one million wishlists, six million demo players, fifty thousand Discord members, and the top spot among Steam Next Fest 2026 demos.
Those are cumulative totals, claimed by the studio, and they do say something real: the demo was a public hit. They say nothing about how many people will be playing together in six months, particularly as the demo was pulled on 20 August to prepare for release. A game that demands a tight trio is judged on its living community, not on a running total, and that community is only starting to form today.
The good news is that the studio did not ship the stretched-out demo we feared. Three modes, thirty written levels, hazards, extra settings: there is a real game around the joke.

The true measure of this game is not its content, it is the noise coming out of your living room.
A conventional defusal game produces concentrated silence. This one produces shouting, unjust accusations, people standing up to mime a screwdriver, and laughter that restarts with every explosion. Its own Steam page mocks it as an argument simulator, and that is the most honest description available.
Its ceiling is the ceiling of its genre. You need two friends free at the same time, and the effect will fade on the evening when nobody wants to be the mute one. But as long as the trio holds, you start another round, and another, for the sole satisfaction of finally working out how to talk to each other.

Looking for a third monkey? The InsertCoins Discord has several, and some of them can even read a manual.
More on BOMBANANA!
All about BOMBANANA!Community
Your rating
Advertisement
No comments yet. Be the first.
You might also like

Who talks to whom, in what order, and in which words. A guide to the three roles, the three modes and the environmental hazards.

Three disabled monkeys, a banana bomb and a timer: BOMBANANA! turns communication into hilarious torture. 670,000 demo players loved suffering.

Version 1.0 lands today on PC after ten months of early access. The merchant-adventurer loop is intact and expanded. The visual identity has changed.

A game that asks nothing of you: no score, no enemy, just hulls to shape. And a licence to take your ships elsewhere.

A goblin opens an armoury. Random rarity on every craft, haggling with a temper limit, and explorers dispatched across nine world zones.