Tap an arrow and it slides straight off the board the way it faces — if its lane is clear.
Then that lane catches fire. Fire runs ALONG a lane, so the next arrow can follow it out, but nothing can cross it until it cools. The order you take them in is the whole game.
★ EVERY BOARD HAS A PROVED PAR
Not an estimate — an exact minimum, computed by a solver before the game ever shipped. Your score is how close you got to it.
★ WAITING COSTS A MOVE
There is no wait button. Tap an arrow that only fire is blocking and you spend a move letting the fire die down. Tap one that another arrow is blocking and it costs you nothing at all — a mistake is never punished, only a choice.
★ EMBERS AND ASH
Ember arrows burn twice as long. Ash arrows leave nothing behind. Spend them in the wrong order and you will watch the board seal itself shut.
★ 150 BOARDS ACROSS SIX SEAMS
Kindling, Flashpoint, Backdraft, Cinderfall, Firebreak, Deepseam. None of them authored by hand: every board is generated, solved, measured, and discarded unless it beats mindless play.
★ ONE BOARD A DAY
Identical for every player, scored against par, with a streak that survives a bad day and a share card that shows your route rather than the answer.
★ NO CLOCK, NO LIVES, NO ENERGY
Nothing counts down and nothing runs out. Full-screen ads appear only after a board you cleared — never after a loss, never after the daily, never during play. Works completely offline.
Free to play. Remove Ads is a one-time purchase; coins buy hints, extra moves and six ember palettes, and fall out of ordinary play too.
Tap arrows out. Every escape leaves a burning lane you cannot cross.