Bombanana Game Modes: Campaign, Endless and Custom
Sources reviewed:
| Mode | What it is | What you can set | Achievements |
|---|---|---|---|
| Campaign | 30 handcrafted levels with increasing difficulty. The demo shipped 7 of them (Jun 15 – Aug 20). | Fixed per level. | Junior Defuser (5 levels), Expert Defuser (15), Master Defuser (30), Here We Go Again / Still? (replay a level 3 / 6 times) |
| Endless | Procedurally generated, wave-based levels that keep getting harder. | None announced. | Endless Junior (5 waves), Endless Expert (15), Endless Master (30) |
| Custom | Build your own challenge. | Bomb difficulty, explosion timer, module types, environmental hazards, number of allowed mistakes (developer FAQ, Sep 2). | Fearless Monkeys (choose Hard difficulty in Custom) |
Sources: Steam store page feature list; Lefto Studio's Aug 29 "Launch Features" and Sep 2 launch posts; the developer FAQ; Steam achievement list read Sep 3.
Endless mode in practice
Endless is where the unlock rates fall off a cliff: three days after launch 1.2% of players had cleared 5 waves, 0.2% had cleared 15 and 0.1% had cleared 30. Wave composition is procedural, so the fixed callout rotation from the tips guide matters more here than anywhere else: you cannot memorise a layout, only a process.
Custom mode and the Fearless Monkeys achievement
Fearless Monkeys is awarded for choosing Hard difficulty in Custom mode, not for surviving it — only 3.3% of players had done even that by September 3. Custom is also the sane place to practise a single module type: restrict module types to one, stretch the timer, and let the Mute Monkey learn that page of the manual without a clock.
What is not a mode
- Solo or duo play: not offered. Three players, each with their own copy.
- Local or split-screen: not offered, and a Steam forum reply points out it would defeat the deaf/mute restrictions.
- Difficulty select in Campaign: levels have fixed timers and mistake allowances; difficulty is a Custom-mode setting.