BomberParty puts three different multiplayer games on one start screen. Classic is a grid-based action mode with 40 cooperative levels for up to four players. Landing is an online alien-world RPG where you can form a party of up to four, take on quests, gather gear, and enter dungeons together. Bomb Plant is a separate 5v5 competition: one team plants a charge while the other tries to stop or defuse it. If your group is looking for a shared goal against enemies, Classic and Landing provide that directly; Bomb Plant gives you a team objective against another human side.
The mix matters because “multiplayer” means something different in each mode. Classic and Landing are the co-op choices, but they work differently. Classic puts everyone in a compact maze with bombs and waves of creatures. Landing gives you a persistent character in a public online world, with party tools layered on top. Bomb Plant is round-based team PvP. They share controls and the game’s visual style, but there is no single campaign that connects their maps or progress.
Classic: clear the maze together
Classic is the closest to a traditional Bomberman-style co-op game. You move through a grid of corridors, place bombs, clear creatures, and look for an exit hidden beneath a brick. Bomb blasts travel along the grid in straight lines, stopping at solid blocks, so walls divide an open lane from a protected corner. The arena is easy to read, but timing and the layout determine whether an explosion opens a route or blocks one.
The co-op mode supports one to four players across 40 levels. You and your friends can work through those stages against mobs, with bosses appearing on levels 10, 20, and 30. Creatures include basic enemies and types that can move through walls or throw bombs back, which changes how much space stays safe. The objective stays consistent—clear the level and find the exit—but each maze and enemy mix puts that objective in a different shape.
Crates can drop temporary bonuses that change how you move or place bombs. Some extend the blast, increase movement speed, or let you place an extra bomb; others let you kick, throw, or remotely detonate a bomb. Freeze can stop creatures briefly, while a vest lets you pass through bricks and bombs for a short time. The question-mark bonus is random, so it may help or give you an inconvenient effect. These power-ups last for the current Classic run rather than becoming permanent character upgrades. You collect them again as you progress through levels.
The room setup gives you a few ways to begin. You can play solo with a local server, enter an online room with a code, or use Quick Join. In a room, Classic co-op and Head to Head are separate options. Head to Head is a free-for-all for players who want to compete with each other, while the 40-level route is the cooperative mode. Rooms can also include bots or random opponents to fill a Classic game. That makes the mode flexible for a small group, though bots are not a substitute for another friend if you specifically want human teamwork.
Character skins unlock through play, with milestones tied to clearing levels, reaching certain levels, scoring, and winning a head-to-head match. The score boards separate team and solo Classic records, so the co-op run has a different measure from playing alone. This is a compact mode to return to when your group wants a clear level-by-level task, while its larger progression remains in Landing.
Landing: a shared world with party tools
Landing shifts from fixed arenas to an online world. Your astronaut arrives on an alien planet with a basic weapon and little equipment. Creatures occupy different areas, stronger enemies appear farther from the central base, and the world includes traders, quests, loot, and dungeon entrances. The point is not simply to clear one screen and move on: your character gains experience and keeps gear, money, and stat development as you return to the world.
The world itself is shared with other people who select the same server. You choose a world before descending, and the game displays connection latency and how populated it is. Progress is tied to your account across the official worlds, so the choice changes which players and network conditions you encounter rather than creating a separate character for each one. Landing is online-only, and it does not pause when you open a menu. Your character remains in the world while the server continues running, so the game is built around ongoing sessions rather than a private match that waits for everyone.
For a friend group, the party system is the key distinction between simply occupying the same world and playing as a team. You can invite another player to a party, see their health, stamina, experience, distance, and combat status, and share experience while grouped. Party members also share useful information about nearby threats: if a living teammate can see an enemy through ordinary vision, scanner range, or the game’s short-range awareness through cover, that enemy can be visible to the rest of the party too. A shared party waypoint can mark a route on the map.
Several abilities are designed to support teammates. Healing Aura restores party members and improves their endurance, strength, and intellect for its duration. Scanner helps reveal creatures through walls and across the minimap. You choose three of the game’s nine abilities for active slots, then develop them through ranks; a reset is available at the base for in-game currency. Those tools give the party ways to support a fight, but each character still has personal stats, weapons, and equipment to build.
Quests and dungeons give the world more concrete group objectives. The surface has main, side, and repeatable quests, and the journal can track up to eight active tasks. Five dungeon entrances unlock at different character levels. Entering creates a copy for your party: its chests are untouched, its resident boss is alive, and other players do not share that run. Dungeon difficulty is scaled based on the least experienced member of your party, with limits to that scaling. A clear pays out coins, high-tier items, a gun, and consumables for the party. Each new descent creates a fresh copy, so an unfinished run does not function like a persistent public instance.
Landing progression has enough layers to make repeated sessions feel different from Classic. You advance through character levels, allocate points across four stats, and choose equipment from several tiers. Weapons have two equipped slots and can be upgraded with attachments; armor comes in light, medium, and heavy classes with different stat requirements. Crafting and higher-tier item work are split between the base and dungeon services. The more dangerous areas hold stronger creatures and better rewards, so the shared world gradually opens outward as characters develop.
That persistence also makes mistakes more expensive. Death removes some current experience and damages equipment, and it can cost the weapon you are holding, part of your money, or an item from your bag. Equipped gear does not drop, and an insurance item can prevent the listed losses. In a dungeon, dying returns you to the surface and closes that party copy. A friend can help with combat, healing, and shared information, but the world does not turn into a safe co-op instance everywhere: player-versus-player combat is allowed outside the protected base, with PvP opening once characters reach level 10. Party bombs can still hit teammates at reduced, nonfatal damage, so grouping does not remove every friendly-fire risk.
Voice chat is built into the game, with distance affecting how clearly you hear people. Party members can be heard over a greater distance than other nearby players; text chat is also available for the wider world. A microphone is required for in-game voice chat. Gamepad play is available in Classic and Landing alongside keyboard controls; support is partial overall, and available controls vary by mode. These details make Landing more of a continuing online group adventure than a private, fully isolated campaign.
Bomb Plant: a team objective, but not co-op
Bomb Plant is the most structured team match, and it is worth separating it from the co-op modes. Ten players split into two teams of five. One side carries and plants a C4 charge at site A or B; the other prevents the plant or defuses it. A round can also end when one team is eliminated or the timer runs out. The match goes to 13 round wins, with the sides switching after round 12.
Before each round, players buy weapons and equipment with money earned during the match. Money carries between rounds, so the choices made after a win or a loss affect what is available later. A rifle, armor, grenades, or a defuse kit can change the options for an individual round, while the objective remains shared by your side. The bomb’s fuse is 40 seconds by default, and maps can set different timings. The mode is built around short rounds rather than character progression or a campaign.
You can search for a public match, use a room code to join a friend, or start bot training. Bots can fill empty player slots, and a player who dies can take over a living bot on their team until the round ends. The team has voice chat as well as text chat. The mode’s cooperation comes from sharing the same attack or defense objective against another side, not from cooperating against AI. If your group wants a PvE experience, choose Classic or Landing instead.
What to expect with friends
BomberParty’s strongest group fit is variety. Classic gives you a fast, contained co-op route with four-player rooms and temporary bonuses. Landing offers longer online sessions in a world where a party can share experience, information, dungeon runs, and healing support. Bomb Plant provides a more competitive alternative with a clear five-player team goal. These modes use different structures and do not share a single progression track, so a group can change tone without expecting one mode’s character or score systems to carry into another.
The setup also has limits to keep in mind. Classic’s local-server option is for solo play, and group rooms use online play; do not plan on shared-screen co-op. Landing and Bomb Plant also run online, apart from Bomb Plant’s offline bot training. Cross-platform multiplayer is supported, but the compatible operating-system pairings are not specified, so check compatibility before planning a mixed-platform session. Gamepad support is partial, and available controls vary by mode.
Landing is the most substantial co-op option, but it is also the one most shaped by a shared server. Other players may be present, PvP is possible outside the base, and sessions do not pause when you open menus. Its party dungeons create a protected space for your group’s run, while the surface remains a public world. Classic is a better fit for a closed room and a clearly bounded task. Together they make BomberParty more than a multiplayer label: one mode asks friends to clear an enemy-filled maze, another lets them build up as a party in a persistent world, and a third asks human teams to attack or defend a bomb site.