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Steam player data · App 5284390

Wildfire Command '98

View on Steam ↗Updated 01 Nov · 21:12 UTC
  • Single-player
  • Multi-player
  • Co-op
  • Online Co-op
  • LAN Co-op
  • Cross-Platform Multiplayer
  • Steam Achievements
  • Full controller support
Steam

Store data

UK price
£11.00
US price
$11.99
Positive reviews
—
Total reviews
0
Release date
1 November 2026
Concurrent players0Most recent successful sample
Today's peak113/144 samples
Tracked peak1Highest retained daily peak
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5284390
App type
Game
Supported systems
Windows
Genres
Indie, Simulation, Strategy
Release date
1 November 2026
Last player update
01 Nov · 21:12 UTC
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
OS
Windows 10 64-bit
Processor
4 cores, e.g. Intel Core i5-7400 or AMD Ryzen 3 3100
Memory
4 GB RAM
Graphics
DirectX 12, 2 GB VRAM, e.g. GeForce GTX 1050 or Radeon RX 560
DirectX
Version 12
Storage
200 MB available space
Additional Notes
Runs at 60+ fps on Steam Deck. Online co-op needs an internet connection.
Recommended
Requirement
Requires a 64-bit processor and operating system

Launch window

Released 1 November 2026 · Tracking from 1 November 2026

SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.

First observed dayIn progress
Player peak
1
Steam reviews
Not recordedRating not recorded
Twitch peak
Not recorded
Price observed
£11.00
Top Sellers
No appearanceNo ranked days

1 player-data day recorded in this window.

First observed weekIn progress
Player peak
1
Steam reviews
Not recordedRating not recorded
Twitch peak
Not recorded
Price observed
£11.00
Top Sellers
No appearanceNo ranked days

1 player-data day recorded in this window.

Explore charts ↓
Player history

Concurrent players

Peak 1Average 1Latest 0
0011101 Nov 2026, 19:00 UTC01 Nov 2026, 21:00 UTC

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
MonthPeakGain% gainAverageAvg % gain
Last 30 days1——0—
November 20261——0—
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About this game

Description

Supplied by the Steam store

From The Developer

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.

You run the air attack. You guide the planes.

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.

One sitting, not a campaign

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.

How It Plays

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.

The fire is a simulation, not a script

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.

What's In It

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.

Steam gallery

Screenshots

8 available
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