Bomb Farm Progression
Five worlds, five difficulties, and when to raise a star.
Bomb Farm’s Map is the campaign. Official copy: five difficulties, five worlds, 600 stages, built for months. The live Map tab shows that promise as a zone list, a mine-shaft path of numbered nodes, and a challenge column of starred difficulties.
This walkthrough is not a 600-row spreadsheet. Idle grids do not need room-by-room scripts. They need to know which world is open, which star is honest, and what to do when a bar stalls at 19/20.
If Battle is still a mystery, read How to Play first.
The five worlds
Launch UI names the zones in Portuguese on many clients. English labels we use on this wiki:
| World | UI name (PT) | What the Map showed at launch |
|---|---|---|
| 1 | Pedreira do Amanhecer | Dawn Quarry — marked complete on store screenshots |
| 2 | Raízes Profundas | Deep Roots — 19/20 on the same shots |
| 3 | Geleira Profunda | Deep Glacier — locked, 0/20 |
| 4 | Entranhas de Ferro | Iron Depths — locked |
| 5 | Abismo Cristalino | Crystal Abyss — locked, 0/20 |
Those 20-step bars are the world track you can see. Official marketing still says 600 stages across five difficulties, so a world bar is not the entire math. Treat each world as a twenty-node story on the star you selected, then remember that raising a star is a new pass, not a skip. 5 worlds × 20 nodes × 5 stars is 500; the extra hundred can be bosses, rituals, or nodes the screenshot cropped. We will not invent the missing hundred. We will tell you to watch the Map, not a fan spreadsheet.
The center panel is a vertical mine with labels like 2-1 through 2-10. A green pin is your current node. Yellow checks are done. That is your only honest progress bar.
The five difficulties
The right column, Seleção do Desafio, stars the tracks:
- Easy (Fácil) — 1 star — achievement Easy Cleared
- Normal — 2 stars — Normal Cleared
- Hard (Difícil) — 3 stars — Hard Cleared
- Very Hard (Muito Difícil) — 4 stars — Very Hard Cleared
- Inferno — 5 stars — Inferno Cleared
Store screenshots lock the top three until you belong there. Play Easy until Dawn Quarry completes and House has more than a single Uncommon. Then Normal. Hard is a gear check from Ritual. Very Hard and Inferno are why the endgame tier list exists.
Raising a star because the icon looks cool is how you sit on a rock for an hour. Lower the star, finish the bar, spend gold, come back.
A recommended climb
Dawn Quarry / Easy. Learn tabs. Fill House. Do not fuse unique bodies. Getting Started is the script.
Deep Roots / Easy then Normal. This is the first real farm. Resin veins and free-stone counters show up in Battle. Build a second squad so energy gaps do not kill overnight progress. Energy.
Deep Glacier. Ice world, still locked on launch art. Expect slower breaks and a need for Attackers that are not your starter bomber. Check roles.
Iron Depths. The name is a gear wall. If Ritual pieces are still +4, you are early. Push equipped slots toward +10 as in store shots before you live here.
Crystal Abyss. End of the five-world list. Pair it with Inferno only if the dock can stand still on Very Hard. Living Legend, Myth, and Ceiling are other achievements; they are trophies, not Map gates. See launch.
When a stage stalls
Stalls have four causes, in order of how often they are true:
- Energy — dock is empty, House is full of tired heroes. Swap teams.
- Role mix — four Attackers cannot collect; four Collectors cannot break. Squads.
- Gear — +0 in a +10 world. Ritual.
- Star — you queued Inferno as a joke.
The skill tree is cause number five, and only if a node is actually a lock.
600 stages and your calendar
Months, not a weekend. Launch reviews from people who sat the alpha and beta already said progression is not “get lucky and skip the Map.” A Rare on day one did not put a tester on the top-hero board. Plan evenings around House recovery, not around a 600-box bingo card.
Steam Cloud is on. Leave Easy running if you must go to work. Come back, spend Ritual, tick Map. That is a valid session. The controls overlay is designed for it.
When a new season or a sixth world appears, it will land on seasons. Until then, Crystal Abyss on a star you can finish is the campaign.
Frequently Asked Questions
Quick answers to the most common questions.
How many worlds does Bomb Farm have?
Five. The Map lists Dawn Quarry, Deep Roots, Deep Glacier, Iron Depths, and Crystal Abyss.
How many difficulties are there?
Five: Easy, Normal, Hard, Very Hard, Inferno. Each has a Steam achievement for a full clear.
Do I need to play all 600 stages in order?
Follow the Map pin. Raising a star is a new pass, not a skip. Details are in this walkthrough and How to Play.
What if I am stuck at 19/20?
Finish the last node on your current star. Do not jump difficulties to force the bar. Check energy and gear if the node will not die.