BACK TO ARENAGUIDE R11 · 2026-09-01

BOOMER // NEW PLAYER BRIEFING

HOW TO MAKE A BEAUTIFUL MESS

Light the fuse. Own the arena.

Boomer is a fast 4-player pixel-art bomb battler where every crate, chain reaction, pickup, and augment can flip the match. Trap rivals, clear routes, grab upgrades, and survive the arena alone or with a crew.

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4MAX PLAYERS
11×9–19×15ARENA RANGE
18AUGMENTS
90SROUND CLOCK

PICK YOUR MAYHEM

Three ways to wreck the grid

PVP

Blast Royale

Trap rivals, control escape routes, and be the last bomber standing across a host-selected series.

PVE

Raid Rumble

Fight escalating enemy waves, protect the team, and survive until the round clock expires.

PVP + PVE

Mixed Mayhem

Rival players, bots, and monsters collide in the same arena, turning every route into a gamble.

THE CORE LOOP

Read. Plant. Escape. Adapt.

01

Read the grid

Spot escape lanes, soft crates, rival routes, and dangerous blast lines before committing.

02

Plant with an exit

Bombs travel in straight blast lines. Make room to escape before the fuse reaches zero.

03

Chain the arena

Explosions ignite nearby bombs, letting one smart plant cut off several routes at once.

04

Collect and adapt

Break crates for upgrades, then shape a new build through each Mayhem Cache draft.

ARENA ELEMENTS

What can change a round

Bombs & blast lines

Flames travel up, down, left, and right. Walls stop them, crates break, and nearby bombs detonate early. A live bomb is solid: nobody walks through one. The bomber standing on the bomb they just planted may step off it in any direction, but the moment they clear that tile it blocks them like everyone else — there is no walking back on. Only Street Kicker (shove the bomb along) and Ghost Circuit (phase onto its tile) get you past one.

Movement & lane assist

Bombers move freely, not tile by tile, but the grid still guides them. Turn into a gap while straddling a pillar, crate, or bomb and the game slides you into the lane most of your body already occupies and keeps going, instead of snagging on the overhanging corner. Running along an open corridor gently re-centres you so the snag rarely forms. You are never pulled into a neighbouring lane, and a live bomb blocks the slide just as it blocks a step.

Terrain Drift

The arena rearranges itself. On the host's interval — off, every 15s, every 30s — every crate on the board slides one tile in the same direction, 3 seconds after the shift is telegraphed. The opening direction is rolled from the match seed and each later shift turns clockwise: right → down → left → up. A whole line of crates travels as one block, and a crate never crushes or shoves anything: it stops dead against a wall or pillar, a live bomb, a loose pickup, a flame, one of the four spawn corners, or any bomber or monster standing where it wanted to go. Only crates move — read the warning, because the cover you are hiding behind may not be there in 3 seconds.

Crates & 6 pickups

Destroyed crates drop blast range, bomb capacity, movement speed, a spare shield, a 3-second dash surge, or a score shard.

Mayhem Cache · 18 augments

An opening draft starts round 1, then every round holds two mid-round caches at 30s and 60s. Choose one of three offers; picks persist through the series, and if the timer expires one of the three is taken for you at random.

Controlled randomness

Seeded maps, drops, bots, waves, and offers keep matches fresh; cleared spawn pockets and a crate-free central cross keep openings readable, while the pillar lattice stays intact at every arena size.

Bots on 3 circuits

Hosts fill up to 3 empty seats and pick a bot circuit. Every bot routes with a real planner: it flood-fills the grid for safe tiles, never plants a bomb it cannot escape, and walks to nearby pickups. Rookie bots re-plan slowly, fumble escapes, and draft blind; Overclocked bots re-plan constantly, hunt aggressively, read blast lines several tiles ahead, and draft the best offer every time. The same circuits drive local and online matches.

4 arena modifiers

Every match rolls one modifier from its seed and the banner is a real rule: CROSSFIRE, GLASSWORKS, PRESSURE GRID, JUNKYARD. A rematch rolls a fresh one.

3 Raid Rumble monsters

Waves land every 25 seconds and grow with the wave count. SparkMite, BombBeetle, BrickOgre each fight differently, and every flame tick chips one HP off whatever it touches.

Arcade sound & music

Every fuse, blast, crate, pickup, hit, and draft has a synthesized chiptune cue, panned and faded by distance, over a quiet music bed that speeds up in the last 20 seconds of a round. Nothing is downloaded. Browsers need one click or key press before sound starts, and Settings has separate SFX and music sliders plus a mute that the HUD speaker button shares.

Instant controls online

The server simulates at 20 ticks per second and stays authoritative, but your own bomber is predicted locally and reconciled against every snapshot, so movement answers on the next frame and a planted bomb shows a ghost until the server confirms it. Add ?netdebug=1 to the arena URL to watch round-trip time and correction size.

Records & leaderboard

Every finished online match feeds a per-server leaderboard ranked by wins then score, a recent-match list, and your own career line, all shown in the RECORDS panel of the ready room and summarized after each match. Bots never appear on the board.

3 arena sizes

Hosts can tune the grid from Compact 11×9 to Large 19×15. Odd dimensions preserve four fair corner starts and a true center lane.

4 animated bombers

Each bomber has 4-direction pixel-art movement with 4 walk frames. Reduced-motion settings keep characters steady and remove arena shake.

Modular character looks

Visual-only gear is layered over the base character across 4 future-ready slots. Pick from 6 headwear and 4 face options; loadouts never change combat stats.

Health, lives & hit safety

Damage removes one HP. At zero HP, an extra life respawns you with full health; no lives means elimination. Every health hit grants the host-selected protection window, shown by a flashing SAFE state. Banked shield charges carry between rounds.

Rounds always resolve

Waiting on a respawn still counts as being in the round, so you keep drafting. If the 90-second clock runs out with more than one bomber standing, the round goes to whoever scored the most in THAT round alone — your running match total does not carry over — and a tie is a drawn round that awards nobody a round win. The series champion is still the leader on round wins, then total score, so PvE and Mixed matches never stall.

Fire
Blast range +1, up to 8 tiles.
Bomb
Carry one more live bomb, up to 6.
Speed
Permanent +0.32 movement speed.
Shield
Banks a charge that eats one blast hit.
Dash
A 3-second speed surge the moment you grab it.
Shard
+75 score, no combat change.

CONTROLS

Controls

Move

WASDArrow keys

Plant bomb

Space

Trigger remote bomb

Requires the Tether Mine augment.

E

Touch controls

Movement, bomb, and trigger buttons appear on smaller screens.

On-screen controls

SETTINGS & ACCESSIBILITY

Key rebinding

Settings → Controls lets you press a new key for every action. Binding a key that another action owns swaps the two; Escape and Tab stay reserved. Reset restores the defaults listed above.

Touch layout

Choose the enlarged D-pad or a floating thumb stick: touch down anywhere on the left half to set its centre, drag past the dead zone for a direction, and release to stop.

Player markers

Floats a circle, triangle, square, or diamond over each bomber by seat, and repeats it in the roster and final standings.

High-contrast palette

Swaps the four seat colours for a deuteranopia- and protanopia-safe set across the arena, HUD, and chat.

First-run hints

New players see a three-line arena briefing and a one-line Mayhem Cache tip once. Show hints again brings them back.

Sound

Mute, SFX volume, and music volume. The HUD speaker button is the same mute.

Every preference is stored on your device only, in browser storage, and never leaves it.

LOBBIES & CHAT

Bring the crew—or fill with bots

Create a room, share its four-character code, fill open seats with bots, and use lobby or match chat to coordinate. The host controls mode, arena size, BO1, BO3, BO5, bot fill and circuit, starting HP, extra lives, the post-hit safety window, and how often Terrain Drift slides the crates before lighting the fuse. When a match ends the room drops back into the ready screen with the same code, so a rematch is one host click. Drop out mid-match and you are eliminated on the spot; lose your connection instead and your bomber stands still for a 20-second reconnect grace. Lobby chat is private to that room and is erased when the room closes.

Mode

Choose PvP, PvE, or Mixed Mayhem.

Arena size

Compact 11×9, Standard 15×13, Large 19×15. Smaller grids force faster clashes; larger grids create longer routes.

PvP series

Choose BO1, BO3, BO5 in Blast Royale.

Bot fill

Fill exactly 0 to 3 open seats with bots, in local and online lobbies alike.

Bot circuit

Choose Rookie, Rival, Overclocked. Higher circuits re-plan faster, chase harder, bomb more often, and read blast lines further ahead.

Starting health

Choose 1 HP, 2 HP, 3 HP, 4 HP. Each hit removes one HP.

Extra lives

Choose no respawn, +1 respawn, +2 respawns, +3 respawns. +1 means two total bodies.

Hit shield

After health damage or a gear-shield break, protection lasts 0.5s, 1s, 1.5s, 2s.

Terrain drift

Slide the whole crate field one tile every 15s or every 30s, each shift telegraphed 3s ahead, or turn it off. Defaults to every 15s.

BO1BO3BO5

YOUR BOMBER // MODULAR LOADOUT

Swap the look. Keep the matchup fair.

Choose headwear and face gear before entering a lobby or Quick Play. Cosmetics are visual only and never change bombs, movement, pickups, or augments.

No hatHard hatBall capChampion crownBandanaSignal antenna
Bare facePixel shadesRespiratorWar paint

Boomer honors your device’s reduced-motion setting by holding character frames steady and disabling arena shake.

ARENA MODIFIERS // ONE PER MATCH

The banner is the rule

CROSSFIRE

Every bomber can kick bombs all match long, no augment required.

GLASSWORKS

The board starts with far fewer crates, but the ones there are almost always drop loot.

PRESSURE GRID

The arena closes in: the outer ring ignites at 60s and the next ring at 75s, each with a 5s warning.

JUNKYARD

Every crate drops a pickup, but loose pickups decay twice as fast.

RAID RUMBLE // THE ROSTER

Know your monsters

SparkMite

1 HP

Fastest thing on the board. Chases the nearest bomber but now sidesteps live flames and doomed tiles.

BombBeetle

2 HP

Closes to two tiles, plants a short-fuse bomb of its own, then backs off. Its bombs chain with yours, can be kicked, and credit nobody.

BrickOgre

5 HP

Slow and stubborn. Walks straight through crates and smashes them without dropping loot.

MAYHEM CACHE // 18 AUGMENTS

Every mod you can draft

Each cache offers three. Rarer tiers show up more often in the mid-round caches than in the opening draft, and stackable mods keep paying out every time you take them.

common

Slow Burn

Bomb fuse +0.35s. Blast range +1.

Quick Wick

×2

Bomb fuse -0.24s.

Runner Core

×2

+0.45 movement speed.

Blast Padding

Ignore the first blast hit each round.

Salvager

×2

Crates have +12% drop chance and pickups last +1s per stack. Every pickup you collect pays +25 score.

Hot Feet

Planting grants a short speed burst.

uncommon

Street Kicker

Run into bombs to kick them.

Blast Hop

Store a dash charge that fires when you flee a threatened tile.

Echo Charge

Every second bomb creates an echo blast two tiles wide.

Demolitionist

×2

Flames linger 0.22s longer.

Tether Mine

Trigger your newest bomb with E.

Bounty Circuit

Downing a rival pays bonus score and drops loot.

rare

Cross Burst

Blast endpoints fork one tile sideways.

Phoenix Chip

Survive one lethal hit each round.

Magnet Fuse

Loose pickups within two tiles drift toward you.

Chain Reactor

Chained bombs gain +2 blast range.

Ghost Circuit

Phase through a bomb every 5 seconds.

Arena Tax

Eliminations drop a basic pickup, and you gain +1 blast range while any rival is eliminated.

MAC MINI READY

Run the whole arena with Docker

Docker Compose serves the web game on port 3000 and the real-time lobby, chat, and match service on port 3001. Health checks use /healthz, and persistent data stays in data/boomer.db.

Exposing the arena beyond your LAN? Set LOBBY_PASSWORD and players will be asked for it once — the game stores it on their device and reuses it on every reconnect. Set ALLOWED_ORIGINS and the service refuses any connection from another site, or from a client that sends no origin at all. Quick Play never needs a password.

docker compose up -d --build

LATEST GUIDE UPDATE · R11

Terrain Drift: the arena rearranges itself

Crates no longer sit still. The whole crate field now slides one tile on the host-selected interval — every 15s, every 30s, or off — 3 seconds after the shift is telegraphed, and the direction rotates clockwise from a seeded opening roll, so the same seed drifts the same way every time. A line of crates travels as one block, and a crate stops dead rather than crushing anything: walls and pillars, live bombs, loose pickups, flames, the four spawn corners, and any bomber or monster in the way all hold their tile. Nothing but crates ever moves, the cover you are hiding behind can walk away from you, and bots re-plan against the board as it actually is. Terrain drift is on by default and hosts can retune or disable it in the lobby.

ENTER THE ARENA