About Firebreak
Firebreak is a turn-based rescue puzzle. A fire has started in the countryside and it is heading for the house — and the cat is still out. Every turn you do one thing, then the cat takes a step towards home, then the fire spreads. When the fire has nothing left to burn, it goes out. Save the house and the cat to clear the level.
How to play
Tap a square of grass or forest to dig a firebreak: bare earth that fire cannot cross. Some levels give you water buckets — switch to the bucket and tap a burning square to put it out. The squares outlined in orange are the ones the fire will reach next turn, so you can always see what is coming. The cat walks home by the shortest open path; keep that path clear and it will get there on its own. There is no clock, and Undo is always there.
How fire behaves
- Grass and sunflowers catch at once. Forest is slower: a tree needs two turns of heat before it catches, so woods buy you time.
- Rock and water never burn. Use them as walls and save your digging for the gaps.
- Wind throws embers two squares downwind — over a single firebreak. On a windy level, the side the wind blows towards needs a double wall, or a buffer of forest.
- A burning square burns for two turns, then it is ash.
Stars and levels
Every level is checked to be solvable before you see it, and par is the fewest squares our own solver let burn. Save the house and the cat for one star; stay within three squares of par for two; match par for three. Sunflowers you save are worth bonus points. Levels grow from a small meadow to a wide, windy valley with two fires — and after each clear you pick a bonus card: extra water, rain, or hints.