If you’re using the New Audio Engine, you can add a Master Compressor Submix Effect which includes a Limiter (among other things). Refer to the sticky on the New Audio Engine for details on doing that.
However, along side of limiting output, I would also consider limiting input. Depending on what kind of explody game you’re making, you might design explosions that combine well with one another–perhaps a variety of explosions that occupy a variety of the spectral bandwidth or that on the whole have more dynamic diversity.
Prototyping in your DAW without master effects is a great way to build strong Game Audio soundscape foundations!
EDIT: Ah yes, one more thing, if you find explosions happening in groups often, you might design a variety of group explosions or different sized explosions and use scripting to switch between the type of explosion you want to hear depending on the gameplay scenario.