Campaign progression map
The campaign starts with one fixed module, adds Chaos and environmental hazards at Level 4, introduces medium modules from Level 8, hard modules from Level 16, and finishes with four Random Hard slots at Level 30.

What to know
- Treat Random Easy, Medium, and Hard as pools rather than fixed module identities.
- Use the version label when comparing these levels with a later game update.
Step by step
Levels 1–3: learn the input loop
Cable and Color Slider appear as fixed modules. Level 3 combines both and raises the mistake allowance from one to three.
Levels 4–7: manage the room
Radio and lamp faults become active at Level 4, alongside the first Chaos module. Level 7 switches to four Random Easy slots.
Levels 8–15: add medium modules
Symbol, Piano, Soundboard, and medium random pools enter the campaign while Chaos combinations grow.
Levels 16–20: introduce hard modules
Switch appears at Level 16 and Maze at Level 18. Level 20 provides five minutes for a mixed three-module layout.
Levels 21–24: expand hard communication
Morse enters at Level 21 and Monkey-Says at Level 23, with three scheduled radio and lamp faults.
Levels 25–30: random hard endgame
The final group leans on Random Hard slots and up to four Chaos entries. Levels 29 and 30 repeat some Chaos modules, so one hazard may need attention in more than one place.
Watch for these
- A random pool does not guarantee that one specific module will appear.
- Repeated Pressure or Alarm entries mean the same Chaos hazard can occupy more than one place.
- The level table describes the bomb setup, not a tested speedrun route.