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Fuse Run logo

Fuse Run

byPixelPicked
Hold to burn, let go to crawl. Outrun the wildfire Cinder, dodge the drips and light the sky.
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Status
BETA
Launch
Q42026
Visuals
Minimalist
Platforms
iOS
Mobile
Price
Free
Players
SingleSolo
Rating
3+Age rating

Media Assets

No Media Available

Game Description

You are a tiny glowing spark racing up a burning fuse, and Cinder, a furious living wildfire, is right behind you. Reach the rocket at the end of every fuse and light up the night sky before Cinder (or the clock) catches you.

One finger. Hold to burn fast, let go to crawl. Leaky pipes drip on a rhythm you can see, so slow down to let a drop miss you, then dash through the gap. But Cinder feeds on everything that goes wrong for you: every second you crawl, every soaking, every wind gust makes it faster. Waiting is a gamble.

Features

  • Hero vs villain chase with a lunging, taunting wildfire that kills on contact
  • Fair, hand-checked hazards: drips, sweeping sprinklers, puddles, wind and split fuses
  • A fuse clock on every level, with a time bonus for burning fast
  • 12-firework campaign in 3 chapters, Gauntlet fuses, and a grand finale
  • Near-miss combos (x2 to x5), coins, 3 rotating missions and a Daily Fuse with a streak
  • Unlockable spark trails and firework packs, plus Nightmare mode after your first win
  • Fully synthesised sound, haptics on Android, plays in under 1 second

Controls

  • Touch: press and hold anywhere to burn, release to crawl
  • Quick tap at a fork to switch branch
  • Desktop: hold the mouse, Space or Up arrow

Modes

Campaign (12 fireworks), Daily Fuse (same course for everyone each day), Nightmare (tighter clocks, faster Cinder).

What makes it unique

A one-touch game with a real villain: the world helps Cinder, and the only way to survive is to read the rhythm and know when to run.

Tags

one-touchhyper-casualarcadefireworkschasereflexnightmobile-friendlyshort-sessionvillain

AI Disclosure

AI-assisted. All code was written with Claude Code (Anthropic) from my design prompts. Art is drawn procedurally in code (canvas), with no AI image generators or stock assets. Sound effects and music are synthesised in code with the Web Audio API, with no audio files. The logo and banner were generated by code; screenshots are real gameplay. This listing text was drafted with Claude. Game design, direction, testing and balance decisions are mine.


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