Everything you need to know about the game
Tap an arrow on the joystick at the lower left to move one tile; hold it and Bombie keeps walking that way as far as the path goes. Drag anywhere on the screen and a joystick appears right there. Corners are rounded off for you, and every step makes a little "pop".
Press the red centre of the joystick (or tap Bombie) to drop a bomb; 2.4 seconds later it blasts two tiles in a cross. Bricks break and may hide coins or items; grey pillars never break. You can chain up to five bombs at once, and pushing into a bomb kicks it. Your own blast hurts you too - the tiles that will burn glow orange for the last 0.9 seconds, so step out.
Slimes, skeletons, ogres, werewolves... every monster moves its own way, and the tough ones carry a health bar. Items work the moment you grab them - blue capsules help (Invincible, Body Electric, Genie Guardian, Giant...), purple spiky ones hurt. Pick from twenty-five special bombs with the button at the far left and use H items from ITEM at the far right.
Every level is a big map with its own shape (wide, circle, cross, ring, cave...). Explore in all four directions to reach the red hole blinking on the minimap at the top right and get sucked in to clear it. Every 20% closer to the exit adds 15 seconds; dawdle and the Reaper drifts through walls after you (it never kills you, but it sticks close). Three hearts, a new world every three levels, a "Bomb Rush" bonus game every five - and the maps never end.
9 missions reset every midnight. Complete them all for maximum rewards!
Reach the required level to permanently unlock a title. Titles are displayed on your profile and are never revoked.
Monsters get harder through variety and numbers, not speed - even the chasers are slower than Bombie. A new monster first appears alone, in the open and away from the start, so you can learn it. Monsters sleep until they enter the screen, so nothing hits you from out of sight, and the ones that shoot or pounce warn you first with a "!", red tiles or an aiming line. Badges show the first level and the health.
Walks straight, turns at walls.
Patrols corridors, turning at crossings.
Very fast but fragile. Ice slows it.
Follows you once it sees you — but it's slower than you.
Moves in zigzags. Predict its next step.
3 HP and pushes bombs away. Big or Drill bombs hit hard.
A pack of four. Round blasts catch them all.
Drops its own bombs, then runs. Keep your distance.
Glows, then fires along its row or column. Step aside.
Leaps two tiles — even over walls.
Flies over bricks and bombs. Shock and Meteor work best.
Splits into two small ones when it falls.
Blocks blasts from the front. Hit it from behind or use round blasts.
Shakes, charges, and explodes next to you. Bomb it first.
Drifts through walls. Safe inside stone — catch it in the open.
Stays put. Spikes shoot out around it after a warning.
Hides underground and bursts out when you come close.
Copies your moves. Stop, and it stops.
Pulls you along its line and steals coins. Walk away.
Boss. 6 HP. Raises a foot before it stomps — step back.
Big and tough — 3 hits to bring down. Slow, but don't let it corner you.
2 HP. Spots you from far away and never gives up. Fire works well.
2 HP. Lunges when it sees you — still slower than you. Ice stops it.
Comes when you linger. Bombs can't kill it — run for the exit!
A giant! 10 HP, slow. Stomps a wide area after raising its foot — keep your distance.
Runs from you and drops coins each hit. Catch it in 25 s!
Bombs are not colour swaps - each differs from the basic one in two or three of shape, reach, piercing, movement, element, lingering effect and fuse. The basic bomb (2.4 s, two-tile cross) is free and unlimited; every level hands you three special bombs for free (four on boss levels) and a bomb crate adds one more. Each unlocks at the level on its badge, and before that you can buy it early in the picker at three times the price. Every level can be cleared without special bombs.
Free and unlimited. Cross blast, 2 tiles.
Fast fuse, 1 tile. Doesn't count toward your bomb limit.
Slow but huge: 4 tiles plus a 3×3 core. Double damage.
Left and right only, 6 tiles. Pierces one brick.
All four ways, 4 tiles. Pierces one brick.
9 tiles in the way you face. Drills through all bricks.
Round blast, diagonals too. Walls block it.
Leaves fire for 3.5 s. Enemies walking in burn.
Freezes enemies for 3.5 s. Frozen ones can't hurt you.
Lightning jumps to 4 more enemies nearby.
Sets off every bomb within 6 tiles at once.
Thrown 4 tiles. Sticks to the first enemy it hits.
No fuse. Tap DETONATE when the time is right.
Hops forward a tile every 0.35 s, turning at walls.
Rolls ahead until it hits something. Blows up on enemies.
6 tiles ahead and breaks even stone pillars.
Pulls enemies within 4 tiles in before it blows.
Slows and pulls enemies, then a round blast. Double damage.
After the blast, 4 mini bombs pop out diagonally.
Scatters 6 bomblets within 3 tiles.
Weak blast, but stuns every enemy within 6 tiles for 3 s.
A marker 3 tiles ahead — a meteor falls 2 s later. Breaks stone.
Leaves gas for 4 s: enemies slow down and take damage.
Beams all four ways until stone. Double damage.
Sucks in everything within 5 tiles, then a massive blast.
Every three levels you move to the next world - from the meadow through forest, city, desert, snowfield, ruins, factory, night city and fire zone to the storm. Each has its own ground and bricks, plus special floors such as ice, sand, steam vents, roads and conveyor belts. Time of day moves on every level - nights narrow your view - and in the storm, lightning strikes after a warning.
Grassland
Forest
City
Desert
Snowfield
Ruins
Factory
Night City
Fire Zone
Storm Zone
Earn items by watching a rewarded ad. Each item occupies one slot and activates for one round (unless stated otherwise).