A Halloween first-person fire game. Everything in it is fictional.
On Halloween night a 12th-century-style stave church stands on a hill above a pumpkin-lit graveyard in a misty Norwegian fjord valley. You walk up with only a few ignition tools. To bring the whole thing down you have to read the building, the wind and the damp.
How to play
- WASD walk, mouse look
- 1 / 2 / 3 (or mouse wheel) switch tool, click to use it
- Match (×3): hold it to a timber within reach
- Jack-o'-lantern (×1): throw it to splash burning oil
- Kindling (×1): place it for a long, hot burn
- C cinematic orbit camera while it burns
- End count the ashes early
Gamepad and touch controls are supported too.
How the fire works
Every stave, plank, beam and shingle panel is simulated with its own fuel, moisture, temperature and char. Heat climbs much faster than it spreads sideways, the wind pushes flames downwind, wet wood has to dry before it catches, and tarred shingles flare. When timbers burn through they fall, and whatever they held up comes down with them: roof tiers cave in and spires topple.
Scoring
Your score is the share of the church consumed, plus bonuses for a spire collapse, roof tiers caving in, chain-reaction collapses and leftover tools (when the church actually burned). Grades run S, A, B, C, D, F. Rain and snow make a high grade harder.
Every round is new
- The church is generated from a seed: 2–4 shingled roof tiers, a spire, dragon-head gables, an arcade gallery, an apse and a separate bell tower.
- The weather changes: dry autumn, cold rain or first snow, each with a random wind.
Credits and status
Built in Zero with procedural geometry. Textures, materials, music and sound are generated. Some props (the hand, tools, gravestones, pines, bats and crows) are still procedural stand-ins, waiting to be replaced with sculpted models.
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