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Tube Dude businesses, hazards and bonus rounds explained

A tour of Tube Dude's 57 businesses and their bosses, the new challenges that arrive as you climb, and how to unlock the carnival bonus round.

Tube Dude has endless levels, but it doesn't throw everything at you at once. New businesses, bosses and problems arrive on a steady schedule, and the boss always explains a new wrinkle before you face it. Here's what to expect.

The first six shifts

Six handmade levels each teach one idea, with one customer at a time and no weather.

A new gig every three levels

From level 7, a new business hires you every third level until every one is unlocked, around level 157. In between, you return to places you already know, with newer ones turning up a little more often. In total there are 57 businesses, and the home screen counts how many you've unlocked.

You'll work at Bright Smile Dental for Dr. Molar, Big Dipper Ice Cream, Iron Gym, Second Chance Paws (where the counter reads ADOPTED), a funeral home, a crypto shop called HODL Corner, a wedding chapel, a haunted house, a mayoral campaign office and, eventually, The DMV. Each has its own storefront, its own boss with a portrait and a set of lines, and its own look for Tube Dude, such as a chef's hat at the pizza place.

Bosses praise a good shift and roast a bad one. A newly unlocked business starts a touch easier than usual so you can get to know it.

Times of day vary as well, from morning to dusk, and a few places bring their own weather. The ski rental, the tree lot and the New Year's gym can have snow.

New challenges and when they arrive

After the opening levels, the game introduces each new challenge on a specific level. The first time, it's the only new thing on that shift.

Tour buses start appearing in ordinary shifts from level 12, and VIPs turn up at random. Once introduced, a challenge can return on later shifts, more often the longer it's been around. Before level 100 a shift adds at most one of them, then up to two, and up to three past level 190. Beyond level 150, the wind on some shifts swings around mid-shift, with a short warning.

Slow days

Every fifth level is a slow day, marked "(slow day)" after the shift's name, with fewer customers, easier pacing and none of the added hazards like rain, wind or the rival. The level just before a slow day is a little harder than usual. Difficulty overall climbs slowly and flattens out at high levels, so the game stays playable however far you go.

The bonus round

Each time you earn three stars on a level for the first time, one of three bonus stars fills on the result card. When all three are lit, a "Bonus round!" button appears on the result card and the home screen. You can play it whenever you like.

The bonus round takes you to the carnival, run by a ringmaster called Big Top Barnaby. It alternates between two versions: Carnival Night at the Midnight Midway, with a Ferris wheel and fireworks, and County Fair Frenzy on a sunny afternoon. Here's how it differs from a normal shift:

Since boosts are free here, it's a good moment to have Giant Head or Ring Magnet active (see the store guide).

Curious which boss you'll meet next? Clock in for your next shift and find out.

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