Backburn — a wildland firefighter cuts a fireline against a towering wall of wind-driven flame at dusk
PC Game Concept  ·  Tactical RPG

Backburn

Cut firelines and burn out fuel ahead of a wind-driven blaze while carrying exhausted survivors to the extraction point, because the fire reads the map better than you do.

Genre  Tactical RPG
Platform  PC (Windows)
Input  KB + Mouse · Controller
Price  $24.99  (EA $19.99)
Status  Concept

Fans of Into the Breach who want the same idea stretched into a full campaign: an enemy you can read, not a villain you can out-talk. They also want the squad stakes of Jagged Alliance 3, a crew they've named and worried about, without a war behind it. Grounded disaster-response fiction over fantasy conflict.

Contemporary American West-style fire country: dry ridgelines, chaparral draws, small towns built right up against wildland. Painterly, stylized illustration rather than photoreal disaster footage. No named real places, no real incidents referenced. The color language tracks the fight, from calm green-gray brush to ember-orange as containment slips.

Per-Turn Loop

Each of five crew members gets two actions: Move, Cut Line, Backburn, Carry a survivor, or Hydrate a teammate. Then the fire resolves — spreading by fuel type, wind, and slope, with embers that can spot across a line you thought was safe.

Per-Incident Loop

Deploy onto a hand-built fireground against a containment target and an imperfect wind forecast. Extract survivors, hold structures, contain the perimeter. Back at Fire Camp, spend Command Points on gear and pick tomorrow's incident from a board where ignored fires keep growing.

12
Stamina per crew member, spent on Cut Line (2) and Backburn (3)
10
Heat Exposure threshold before a crew member collapses
10%
Per-tile ember-spot chance once wind speed hits 3
▲ ▲ ▲

Week 1 builds the fire spread simulation on its own. Week 2 adds crew actions and the Stamina economy. Week 3 layers in Heat Exposure, Carry, and the wind forecast. Week 4 introduces ember spotting and structure triage. Week 5 wires up Fire Camp and a two-incident regional week. Week 6 delivers a three-incident vertical slice for external playtesting, tuned against where runs actually fail.