Store data
- UK price
- £11.00
- US price
- $11.99
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 1 November 2026
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| November 2026 | 1 | — | — | 0 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
I was a pilot in the 90s and flew out of an airport that was shared with a CAL FIRE air attack base. My memories of watching the bombers flying their missions inspired this game. The look and feel is inspired by my favorite early arcade vector games as well as the ATC equipment in use at the time.
A wildfire is burning and the attack aircraft are yours to direct. You are the air attack supervisor, orbiting above with a radio and a map on a phosphor console. Air tankers, VLATs, and helitack crews check in and wait for your call. Your job is to read the situation, decide where retardant and water will do the most good, draw the lines, and live with how the fire answers.
Most fires are decided in under half an hour, shorter if you accelerate time. The score at the end tells you how well you did: acres burned, structures lost, and whether you ever got a line around the fire. Try it again or save the replay to come back to later. Your high scores are saved per fire.
Drag on the map to lay a drop line. It anchors where you press and runs the way you drag.
Retardant holds ground. It does not put fire out, it makes fuel refuse to burn, so a line laid across the front buys you everything beyond it.
Water puts flames out on contact and then dries. Spend it on what is burning now.
Helitack dip from the nearest water, so how often they come back is determined by where water can be found (lakes and shorelines or the Air Attack Base).
Every airframe has a turnaround time: load, fly, drop, return. The queue is the real constraint, not the map.
Pause whenever you like, and compress time up to 16x while the fire is quiet.
Fire spreads faster uphill and faster downwind, through fuel that changes across the map. Grass runs and burns out. Timber holds, then throws embers ahead of itself. Wind shifts, and the line you spent four loads on is suddenly the wrong one. Lightning ignites new starts while you are still working the first one. The fire you were sent to is not always the only fire you leave with.
Containment is measured honestly, as the share of the perimeter with nowhere left to burn, and acres burned is a count of what actually burned. The same fire fought differently becomes a different fire.
Ten authored fires. Five training fires, each built around an idea, and four drawn from real incidents: the Rim Fire, Horse River, the Marshall Fire, and the Palisades Fire, each with its own weather, fuel, and terrain.
Generated incidents, without end. Every one is rolled fresh and rated for difficulty before you commit to it, from a quiet ridge at dawn to a coastal town under a heavy offshore wind.
Two-player co-op. Two airbases, two rosters, and one mission. You see the other commander's aircraft and the lines they have drawn, and you command only your own. Practice with a bot.
A replay of every run , with a code you can hand to somebody else so they can watch and fly the exact fire you fought. The simulation is deterministic, so what they get is your fire, not just a recording of it.
High Score saved per fire.
28 achievements , all earned by flying well rather than by flying often.
A recorded radio net. Your crews call in, read back and report, with voices that change from one mission to the next.
Nine tracks of music.
Plays on a controller or with mouse and keyboard, with on-screen control hints you can hide.
| # | ||
|---|---|---|
| 01 | First Minute | 66.6% |
| 02 | Gale Clean | 66.6% |
| 03 | High Score | 66.6% |
| 04 | High Wind | 66.6% |
| 05 | Near Perfect | 66.6% |
| 06 | No Structures Lost | 66.6% |
| 07 | One Pass | 66.6% |
| 08 | Small Burn | 66.6% |
| 09 | Spot Clean | 66.6% |
| 10 | Spotting | 66.6% |
| 11 | First Containment | 50.0% |
| 12 | Generated | 50.0% |
| 13 | Ninety Seven | 50.0% |
| 14 | Saved Replay | 50.0% |
| 15 | Tenth Limit | 50.0% |
| 16 | Three Starts | 50.0% |
| 17 | Big Town | 33.3% |
| 18 | No Recalls | 33.3% |
| 19 | Single Type | 33.3% |
| 20 | Three Clean | 33.3% |
| 21 | Watched Replay | 33.3% |
| 22 | Close Call | 16.6% |
| 23 | Few Drops | 16.6% |
| 24 | Heavy Only | 16.6% |
| 25 | Rotary Only | 16.6% |
| 26 | Six Drops | 16.6% |
| 27 | All Authored | 0.0% |
| 28 | Perfect Season | 0.0% |
ANTI-ALIASING! I've defaulted to MSAA 4x on after doing some profiling on my Steamdeck.
Read full update on Steam ↗This update introduces a number of visual changes designed to help you understand what's going on in the game.AircraftAircraft now have makings, red paint on wingtips, bellies, and blades. Strobes, landing lights, and anti-collision lights on all aircraft help you see them while they do their work. Helis now have solid blades that turn.FireFlames have been reworked to be easier to read. The fire also moves and flickers more smoothly.TownsBuildings have variable types and shapes to better represent towns. When a structure is lost it now collapses to the ground.OtherAdded windsocks at airbases to aid in reading the wind.Improved compass visuals.Reduced callsign size to reduce clutter.Heli downwash affects the trees under it.
Read full update on Steam ↗Visible wind wisps to help you see where the wind is coming from.Trees now sway in the direction of the wind (and they're taller too).Persistent high scores per fire in both the demo and full game.Subtitles now default to on, you can turn them off on the main menu.Heli rotors now spin.High loads on planes cause wingtip condensation trails.
Read full update on Steam ↗A third fire, on the coastMontecito Front joins Ridge Complex and Flatiron Basin in the demo. It is an 8 km map against the ocean, 1,100 meters of relief from the beach to the ridge, with four settlements strung along the slope and a sundowner wind pushing 30 knots down the canyons at you. It is a four flame fire making it among the most difficult in the game. The aircraft look like the aircraftEvery airframe in the fleet was redrawn against its real reference. The noses were too pointed and now end properly, the wings carry a narrower chord, the tails close up properly, and the engines are sized off the actual nacelles rather than eyeballed. The air tanker is now recognizably a BAe 146 and the very large tanker a DC-10. (I know the BAE didn't come into tanker service until 2010, but just go with it). Bug Fixes: Helis flying through things. Drop-line arrowheads follow the ground inste...
Read full update on Steam ↗1 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
ANTI-ALIASING! I've defaulted to MSAA 4x on after doing some profiling on my Steamdeck.
This update introduces a number of visual changes designed to help you understand what's going on in the game.AircraftAircraft now have makings, red paint on wingtips, bellies, and blades. Strobes, landing lights, and…
Visible wind wisps to help you see where the wind is coming from.Trees now sway in the direction of the wind (and they're taller too).Persistent high scores per fire in both the demo and full game.Subtitles now defaul…
A third fire, on the coastMontecito Front joins Ridge Complex and Flatiron Basin in the demo. It is an 8 km map against the ocean, 1,100 meters of relief from the beach to the ridge, with four settlements strung along…