
AEROFIRE COMMAND
Alpha 1
The fire is a system. Beat the system.
You are air attack over a living wildfire. The spread model is real — wind, slope, fuel, moisture, ember spotting — and it runs whether you act or not. Task a seven-airframe roster from your thumb, aim drops in slow-mo against a forecast of where the front will be, and hold one valley for fifteen minutes.
A living fire — cellular spread with wind, slope, fuel and ember spotting; a front you can read at a glance.
Seven airframes, real roles — helo carousels for knockdown, SEATs and heavy tankers for retardant that seals.
Slow-mo ordering — drag to task; a forecast arc shows where the front will be when your drop lands.
Isochrone rings — a true arrival-time solve that bends around roads, water, and every line you lay.
Wind shifts — telegraphed 15 s out; confirm every carousel or it runs at 70% power.
One valley, 182 people, 15 minutes.
Free. No account, no ads, no timers — the only clock is the one the fire is on. If it holds your attention, the devlog below is where the tuning fights happen.
| Published | 10 hours ago |
| Status | In development |
| Platforms | HTML5 |
| Author | VVOFORT |
| Genre | Strategy, Simulation |
| Tags | firefighting, free, Godot, Singleplayer, Touch-Friendly |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |






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