Bomb Farm Wiki Glossary: Terms, Stats & Mechanics A–Z

If you searched for 'bombfarm wiki', this is the quick-reference page: Bomb Farm is a free-to-play idle RPG from developer and publisher Stream On (Steam AppID 4892010, released 28 August 2026, Windows only) in which a bomber squadron of heroes automatically places bombs to shatter minerals for gold, experience and chests. This glossary lists every major term, stat and mechanic from A to Z with the core numbers behind it: 600 stages across 5 difficulties, 19×16 rooms, up to 9 heroes on the field, a 132-node skill tree, 20 abilities that level from 1 to 10, forging from +0 to +15 (never failing up to +8), 6 rarity tiers, 9 gem types and a Steam Market unlock reported at stage 5-19 Normal. Entries are drawn from the Steam store page, the Steam community forums, SteamDB and the bombfarm.net wiki; where a number rests on a single source, the entry says so.

Bomb Farm at a Glance: Core Numbers Behind the Wiki

Bomb Farm is built in the Godot Engine (per SteamDB) and ships as a single-player idle RPG with Steam Achievements, In-App Purchases, Steam Cloud saves and Family Sharing. It supports keyboard-only or mouse-only play, saving at any time and no timed inputs. The store lists it under Casual, Indie, Simulation, Strategy and Free To Play, and SteamDB tags it Casual, Incremental, Idler, Auto Battler, Strategy and Pixel Graphics. Four languages are supported: English, Brazilian Portuguese, Spanish (Spain) and Simplified Chinese. At the SteamDB snapshot it held 125 reviews at 82.21% positive with an all-time peak of 1,640 concurrent players.

The core loop is the same on every stage: your squad shatters minerals, minerals pay out gold, experience and chests, you open chests to equip and forge gear, you spend gold on the skill tree, and you push into deeper stages. According to the bombfarm.net wiki the game is finite: 600 stages spread over 5 difficulty tiers. The table below collects the headline numbers that the rest of this glossary refers back to. Numbers marked 'wiki' come only from bombfarm.net; numbers marked 'Steam' come from the store page; 'community' means Steam discussion threads.

Term / StatNumberSource
Total stages600wiki
Difficulty tiers5 (one is Normal)wiki + community
Room grid19 × 16 tileswiki
Heroes on the field1 at start, up to 9wiki
Hero roles4 (Attacker, Support, Collector, Specialist)Steam
Teams you can switch between3Steam
Hero abilities20, each Lv1 to Lv10Steam + wiki
Skill / talent tree nodes132 global nodes, bought with goldwiki (Steam says 'dozens')
Forge range+0 to +15Steam
Forge never fails up to+8wiki
Equipment pieces240wiki
Rarity tiers6 (Common to Mythic)wiki
Gem types9wiki
Recovery houses5wiki
Leaderboards5, ranked by Combat Powerwiki
Boss mineral size2 × 2 tileswiki
Key cost per X-10 gate1 key of that difficultywiki
Market unlock (reported)Clear stage 5-19 on Normalcommunity
Offline incomeNone: closing the game earns nothingwiki
Bomb Farm gameplay screenshot 4

A to E: Abilities, Cage, Chest, Combat Power, Crystal, Energy

The first block of the glossary covers how heroes are defined and what drops from the ground. Heroes in Bomb Farm are fully automated: you do not steer them, they pick their own positions and place their own bombs. They have no health bar and cannot die; instead they spend energy while working and retire to a house when it runs out. This is why almost every early-game decision comes down to which heroes are on the field and what gear they wear, rather than moment-to-moment control.

Drops follow strict ownership rules that matter for the terms below. Gold and chests belong to the account and are awarded once per mineral no matter who breaks it. Experience belongs to the hero who owns the bomb that shattered the mineral. Keep that split in mind when reading the entries for Chest, Combat Power and Energy.

Bomb Farm gameplay screenshot 5

F to L: Forge, Fusion, Gems, Golden Rule, Houses, Keys, Luck

This block holds the progression systems: forging, fusion and gems. The Steam store page confirms the forge range of +0 to +15, and the bombfarm.net wiki adds the one number every new player should know: forging from +0 to +8 never fails. The wiki's recommended opening is to buy the first few levels of the skill tree and then forge your gear to +8 before anything else. What happens on a failed forge above +8, and the odds of failure, are not documented in any verified source.

The same block contains the rule that separates Bomb Farm from most idle games. The wiki's 'golden rule' is that only shattering minerals produces income. Standing idle with nothing being broken produces nothing, and closing the game produces nothing at all, so there is no offline progress. If you read elsewhere that the squad keeps collecting while you are away, that claim contradicts the wiki and should be treated as wrong.

Bomb Farm gameplay screenshot 6

M to R: Market, Minerals, Passes, Rarity, Replaying Old Maps, Rooms

Trading is the feature that most distinguishes Bomb Farm from a typical idle game. Both the Steam store page and SteamDB confirm that items and heroes can be traded with other players on the Steam Market, and the community forum has a dedicated Trading sub-board alongside General Discussions and Events & Announcements. Three independent community threads (by YITAN, SterpsilS and EcchiNeko) report that the in-game Market unlock condition was changed to clearing stage 5-19 on Normal difficulty. That condition comes only from thread titles, so treat it as the current community understanding rather than an official statement.

The paid layer is less clearly documented. The wiki describes a 30-day pass subscription and a crystal currency for the shop, while community threads refer to a VIP Pass and a 'VIP Pass Market Lock Bug' after an update that stopped some VIP users from selling. Whether the 30-day pass and the VIP Pass are the same product is unconfirmed. The forum also contains VIP refund disputes and threads questioning the game's monetisation, which is worth knowing before spending.

S to Z: Sealed Drops, Skill Tree, Stars, Teams, Time Parts, X-10 Gates

The last block covers the skill tree and the stage structure. The Steam store describes the tree as a huge set of upgrades and unlocks for your entire team, inspired by the style of Path of Exile, with dozens of nodes; the wiki gives the precise count of 132 global nodes purchased with gold. Path of Exile is indeed known for its very large passive tree, so the comparison is apt. The tree is also where you unlock the extra field slots that take your squad from 1 hero to 9.

Stage numbering uses a chapter-stage format such as 5-19. The wiki states that every X-10 stage is a timed gate that costs 1 key of that difficulty to enter. Because community threads reference stage 5-19, chapters clearly run past 10 stages, and the exact way 600 stages divide across chapters and 5 difficulties is not documented. Star rank also needs care: the Steam store says you collect stars by fusing duplicate gear, while the wiki says hero star rank rises through the Gem Ritual and multiplies hero attributes. These are described for different targets (gear versus heroes), so the glossary lists both.

How the Stats Fit Together: Ownership, Luck and the Recommended Opening

Reading the glossary as a system: gold and chests are account-wide and land once per mineral, so squad size and mineral rarity are what raise gold income. Experience is per hero and goes to whoever placed the killing bomb, so the hero you want to level must actually be breaking minerals. Luck raises the chance of chests, keys, gems and time parts but leaves gold untouched, which makes it a drop stat rather than an income stat. Combat Power is the wiki's single yardstick for comparing gear and the metric behind all 5 leaderboards.

The wiki's recommended opening is short: buy the first few levels of the skill tree, then forge gear to +8, because +8 is guaranteed to succeed. Keep the game open, since nothing is produced while it is closed, and rotate your three teams so that heroes resting in the 5 houses do not stall the mine. Farm keys on regular stages before each X-10 gate, and remember that replaying an earlier stage pays exactly what that stage always paid, so backtracking for keys or chests costs nothing but time.

Unconfirmed Terms and Known Gaps in the Bomb Farm Wiki

Several entries above are translated from the Chinese-language bombfarm.net wiki, so the in-game English labels for mineral, cage, crystal, time parts and stage gate may differ from the wording used here. Only the terms that appear on the Steam store page (Attacker, Support, Collector, Specialist, sealed drops, +0 to +15, stars, three teams, 20 abilities) have verified English spelling. Hero attribute names beyond attack, speed and luck were not captured, nor were the names of the 9 gems, the 20 abilities, the four middle rarity tiers or the slot categories of the 240 equipment pieces.

Some mechanics remain open questions. The failure rate and penalty for forging from +9 to +15, the number of duplicates needed for a fusion, energy values, crystal pricing and the official wording of the Market unlock are all undocumented. The 30-day pass and the VIP Pass may or may not be the same product. Finally, any guide claiming that the bomber squad keeps collecting while the game is closed contradicts the wiki's no-offline-income rule and should not be relied on.