r/gameideas

▲ 19 r/gameideas+1 crossposts

So what is POLYSTRIKE?

I wanted to explain a bit about what POLYSTRIKE actually is because, from the outside, it might look like just another top-down shooter. But that’s not really what we’re trying to create.

We’re making this game almost entirely through pure enthusiasm. We don’t have a big investor behind us, and we’re funding it mostly with our own money and time.

The funny thing is that, because of this, we realized one simple thing: we have freedom. Real freedom to make something that probably wouldn’t be approved by a business manager.

After working on various AAA projects and at different studios for more than 12 years, I’ve seen how things work from the inside. Honestly, most of our ideas would probably have been rejected, maybe even the entire project, because from a business perspective, taking this kind of risk would be difficult to justify.

POLYSTRIKE is based on a book I wrote earlier. Yeah, that might sound a little strange because it was more of a romantic sci-fi story, and I don’t know whether anyone would even be interested in reading it. But maybe one day I’ll release it for people who really enjoy the world.

The story takes place in the near future, where AI has gained enormous influence over Earth and humanity has split into two sides.

Some people oppose it, the Vanguard. Others believe AI should essentially become the ruler of the planet, the Iron Will. Because of this, there is a constant struggle for control, power, resources, and everything that comes with them.

However, the game itself isn’t just about the story. At its core, it is still a tactical PvP game.

It has a top-down perspective, but it isn’t intended to be casual. We want it to feel serious, readable, and intense. Your positioning matters. Your timing matters. Sound matters. Grenades matter. Teamwork matters.

Make a bad push and you die. Make a good rotation and you win the round. That kind of thing.

Another very important point for us: no free-to-play model.

We’re not trying to make a supposedly “free” game and then spend years figuring out how to milk players through battle passes, boosts, FOMO, and all that other nonsense. We’re players too, and honestly, I hate this model. I feel like many free-to-play games have become extremely toxic.

Our idea is much simpler.

You buy the game once for a fair price, and then you play. Everyone should compete under the same conditions.

No stronger weapons because you paid more. No better stats. No locked heroes or agents. No priority matchmaking. No VIP sessions with fewer cheaters. No gameplay bonuses or perks purchased with real money.

This philosophy also applies directly to the gameplay. Everyone has the same base parameters. There are no heroes, agents, or predefined character abilities.

For example, if you want to play as a tank, you can buy a riot shield and heavy armour and build your loadout around that. The same applies to snipers, support players, and other roles.

You can create one build during a round and then completely rebuild it in the next. You may even be able to change it during the same round through our weapon-dropping and pick-up mechanics.

It’s your loadout and your decisions, not a hero ability deciding everything for you.

There will also be PvE and story missions. We want players to discover the world through actual missions, rather than only through text.

Even our PvP maps aren’t just random arenas. We want every map to feel like an operation.

On one mission, your team might arrive by plane. On another, you might arrive by boat, parachute, or through the water. We don’t want to create copy-and-paste maps where only the textures have changed.

Some of our ideas are a little crazy, but that’s the point.

For example, we have a mission involving the Iron Fish, a huge fish-like machine that repairs itself after battle. You have to place a bug-like device near it, hack into it through a signal, and initiate its self-destruction sequence.

Another mission takes place inside an Iron Will base designed to resemble a motherboard. Players capture individual blocks and hack the central processor to weaken the AI.

We also have an idea for a futuristic castle where Vanguard Vikings fight Iron Will knights wearing modern armour. It might sound strange, but within the game’s world, it can work.

We also have ideas involving bikers, Asian market districts, and many other environments and groups.

Most weapons will be ballistic, perhaps around 70% traditional firearms, but there will also be heavier equipment such as RPGs, flamethrowers, grenade launchers, and some science-fiction weapons.

We also don’t want both factions to have weapons that look exactly the same. The Vanguard and Iron Will should feel different.

Actually, that is a major part of the idea.

The factions should feel different in every possible way: character models, weapons, sounds, footsteps, animations, visual effects, maps, props, and overall design.

Sound is also extremely important to us. Footsteps should change depending on the surface. Radio communications, gunshots, and equipment should all provide useful information.

In a top-down game, sound can contribute a huge amount of both tactical information and atmosphere.

So yeah, POLYSTRIKE isn’t really about chasing trends.

We’re building something that we genuinely believe in.

reddit.com
u/Mocherad — 19 hours ago
▲ 41 r/gameideas+3 crossposts

Steam page is ready and want to hear feedback! Demo soon!

Hello everyone! I recently had my page approved, and the game is almost ready (70-80%), so maybe I started the page a little bit late. I'd love to hear your feedback and, if it is not too much trouble, help with growing our wishlist!

Adding demo soon!

The game is a shop simulator set in a medieval dark magic world. You serve dark forces, react to exonomy, and build your workshop, decorating it and opening new rooms to explore!

store.steampowered.com
u/Tough-Bag-8494 — 1 day ago
▲ 0 r/gameideas+2 crossposts

Game Idea

Hello! I am wanting to make a Tomodachi Life-like game with customization, relationships, towns, etc. I love games like Genshin Impact and Stardew Valley. What is a good way to start out with 0 experience and what would you want In a game like this?

reddit.com
u/Substantial-Crab445 — 1 day ago

Quick game inspired by the old Super Cars 2 - What made the old top-down racers special to you?

I loved the old **Super Cars 2** on Amiga. The cars, the sfx, the music and art style. All of it. :-)

I'm thinking of creating a game similar to it, but need some twist making it more accessible and modern. Thinking this subreddit could be the place to gather some inspiration before starting to develop.

I would like to develop it for web and native iOS/Android as my other games. Real-time multiplayer is a must. Quick ladders/rankings.

For those who remember it, SC2 was a top-down racer with a great sense of speed, weapon pickups, and that fun between-race shop with the sarcastic mechanic. That personality was a big part of the charm.

Some things I'm still chewing on:

- Keep it top-down, or try a slight isometric angle?
- How much combat vs. pure racing?
- Short 90-second races with instant rematch for mobile?

So I'm curious:

- What made the old top-down racers special to you?
- Any modern games that capture that feeling?
- Features from SC2 you'd love to see come back?

Would love to hear your thoughts and memories. :-)

reddit.com
u/UglyDuckling2k — 1 day ago

Is Animal Crossing missing one thing? A shared village instead of a private island.

I’ve been thinking about something for a while, and I’d love to hear the opinion of Animal Crossing players.
One of the things I love most about Animal Crossing is the feeling of living in a peaceful world with familiar faces, taking things slowly and watching a place grow over time. But I’ve always wondered what would happen if that idea was expanded in a different direction.

Imagine an Animal Crossing-style game where, instead of owning your own private island, you belong to a small persistent village shared with around 20 players.
Everyone would have their own house, their own garden and their own space, but the village itself would belong to everyone.

You wouldn’t build everything alone. The community would slowly unlock and build the museum, library, town hall, café, bridges, parks and other public buildings together. There would be animal NPCs with daily routines, seasonal festivals, crafting, fishing, collecting and all the relaxing activities you’d expect from a cozy game.

The focus wouldn’t be competition or efficiency. There would be no PvP, no rankings and no pressure to keep up. Chat would also be intentionally limited, encouraging people to interact naturally through gameplay instead of turning the game into another social media platform.
The idea is that, after a few weeks, you would actually recognize your neighbors, remember where everyone lives and slowly feel like you belong to a real little community rather than just another online server.

My question is simple:
Would you actually enjoy a game like this, or do you think sharing your village would make the experience worse than having your own private island?
If your answer is no, I’d genuinely love to know why.
I’m much more interested in understanding what Animal Crossing players value most than convincing anyone of an idea.
Thanks!

reddit.com
u/Revo77777 — 2 days ago
▲ 0 r/gameideas+1 crossposts

Looking for a game like The Rookie / Grey’s Anatomy where you start as a rookie

Hey,
I’m looking for a PC game that feels a bit like The Rookie or Grey’s Anatomy.
Basically something where you start as a rookie (cop, paramedic, nurse, doctor, etc.) and slowly work your way up over time. Like you actually start with basic stuff and then get more responsibility, harder cases, promotions, that kind of thing.
Not really into pure management games where you just build stuff from above. I want to actually play the job and feel like I’m progressing in a career.
Does anything like that exist on PC? Even if it’s not perfect.

Thx😊

reddit.com
u/Ok_Cartographer_7750 — 3 days ago

A first person survival-base building game that involves crafting and creating unique items and tools

This is an idea I have loved to see for a while, most games involve crafting pre-planned tools and items leading to incredibly linear progression in what should be considered a sandbox game. This concept would be rather than having a crafting menu and just matching shapes, you would use gathered materials to create unique tools with different materials functioning in different ways as well as shapes controlling how tools can interact. This would allow for a more interesting and realistic way of progressing as you could make a stick pointy for hunting or know sharp edges into rocks to cut trees. You could eventually progress to getting copper and magnetite to create electricity and motors to make power tools or even use liquids and solids as fuel to start making vehicles. The idea would probably function best for be as unique motions and contact would work very well for shaping and breaking materials. This style of game is something I have seen many people looking for and I would love to see it come true.

Edit: The material would be shaped and formed by hand leading to an interesting experience with crafting rather than placing pieces of material into a shape, stuff would need to be bound or attached together to make more complex tools such as pickaxes.

Edit 2: It would also probably be important to add “Miracle Metal” style resources to reduce the difficulty of complex machines and allowing the player to reach a futuristic state. Multiplayer could also be cool as it could allow for diversity in tasks.

reddit.com
u/Hereforthememeres — 3 days ago

I have an idea for a Co-op underwater game similar to other recent "friend-slop" games. Looking for critique of the gameplay.

I recently had the idea and wrote it all down. I thought it sounded interesting but I was looking for critique if the idea sounds like something fun, boring, or tedious. It borrows similarity from other recent co-op games such as Lethal Company, PEAK, RV There Yet, and R.E.P.O.

This is the idea:

You and your friends are autonomous robots piloting a barely functioning submarine across a vast, hostile ocean in an attempt to find a safe path from one chunk of land to the other.

The submarine is your home, transport, and lifeline, but it's not always in perfect shape. While it can't fit into caves, wrecks, and abandoned facilities, you can leave it behind to explore for supplies, upgrades, and repair materials while avoiding mutated sea life, violent storms, and dangerous underwater terrain.

If a teammate is destroyed, you can recover their body and repair them aboard the sub, letting them keep all their gear. If you leave them behind, they'll be rebuilt later at the checkpoint building, but everything they were carrying is lost.

The focus is on exploration, navigation, teamwork, and keeping your submarine running rather than simply fighting monsters.

Of course you can't to much from just words alone.

But I just want to know if the idea sounds fun? Any things you would improve. Any parts that sound tedious or unnecessary?

reddit.com
u/RoboticsEqualsFun — 4 days ago

Could collecting real cars work as the foundation of a location-based game?

I'm researching an idea for a mobile game and would love some honest feedback from car enthusiasts, collectors, and people who've played games like Pokémon GO.

The basic concept is that instead of collecting fictional creatures, you'd discover and collect real cars you encounter in everyday life. Think of spotting an interesting car on the street and adding it to your in-game garage.

I'm intentionally keeping the gameplay details vague because I'm still exploring different directions, but I'm curious about the core idea.

A few questions:

  • Does discovering and collecting real cars sound like something that would actually be fun, or would the novelty wear off quickly?
  • What would make you want to open the app every day instead of just once in a while?
  • What would make finding a rare car genuinely exciting?
  • If you think this wouldn't work, what's the biggest reason?

I'd really appreciate honest criticism more than encouragement. I'm trying to understand whether there's a real game here or if it's just an interesting idea in my head.

reddit.com
u/drwhoami1 — 4 days ago

I don’t want to be the hero. I want to become the witch everyone whispers about.

I’ve been searching for this game for years, and I’m honestly surprised it doesn’t exist yet.
There are countless fantasy games where magic is just another weapon or another skill tree.
But I don’t want that.
I don’t want to unlock “Fireball Level 5.”
I want to learn magic.
I want to live alone in a small cabin deep inside an ancient forest.
A place where people only dare to visit when they have no other choice.
Not because I’m evil…
…but because I’m the only one who understands the old ways.
I want to spend my days gathering herbs, mushrooms, bones, crystals and forgotten ingredients.
I want shelves full of strange objects.
A grimoire that slowly fills itself as I discover new knowledge.
I want to decipher ancient runes.
Study forgotten languages.
Read books that don’t immediately tell me the answer.
I don’t want quest markers telling me exactly where to go.
I want curiosity to guide me.
Magic shouldn’t be something you unlock through experience points.
It should be something you earn through patience, observation and knowledge.

I also love the idea that every player creates their own type of witch.
Maybe you become…
🌿 a herbal witch focused on healing, potions and nature.
🩸 a blood witch willing to sacrifice life for powerful rituals.
🕯️ an occult witch dealing with spirits, forgotten gods and ancient symbols.
☠️ a curse witch feared by everyone.
Or maybe something in between.
No class selection.
No restrictions.
Just knowledge leading you down different paths.

I would also love if the world itself reacted to your choices.
If you use blood magic, maybe animals avoid your forest.
Villagers become afraid of you.
The forest slowly changes.
Dark rituals leave permanent marks on your home.
Maybe using forbidden magic attracts spirits…
…or something much worse.

I don’t want a game that is only cozy.
And I don’t want a game that is only dark.
I want both.
A peaceful morning collecting herbs under the sunlight…
…followed by performing a forbidden ritual at midnight using candles, blood, bones and runes.
I want the game to feel beautiful…
…but also unsettling.
Like you’re constantly touching powers that humans were never supposed to understand.

Sometimes rituals might require rare flowers.
Sometimes animal remains.
Sometimes your own blood.
Maybe even human sacrifice—if that’s the path you choose.
Not because the game rewards violence…
…but because different kinds of magic should come with different moral choices and consequences.
Every form of magic should have a cost.

I don’t want to save the world.
I don’t want to become king.
I don’t want to defeat the final boss.
I simply want to become the mysterious witch hidden deep within the forest…
…the one people speak about only in whispers.
Because to me…
magic shouldn’t feel like a weapon.
It should feel like ancient knowledge.

reddit.com
u/9lulux — 5 days ago

Gangs in Diapers: A Third-Person Family-Friendly Open-World Mischief Sandbox Where You Build a Gang of Diaper-Wearing Toddlers

Imagine an open-world sandbox that captures the feeling of being a toddler, where the neighbourhood is your entire world. Gangs in Diapers is a third-person, family-friendly sandbox where you recruit, customize, and lead a gang of diaper-wearing toddlers. Instead of real crime, the game focuses on harmless childhood mischief, playground politics, and imaginative adventures.

The game takes place on a suburban residential estate made up of houses, front gardens, back gardens, sheds, fences, and one large communal park. You begin alone with a small cardboard fort and gradually recruit other toddlers, each with unique abilities and personalities, to grow your crew.

Expand your influence by claiming forts, treehouses, and playgrounds, while building ziplines, secret hideouts, and shortcuts across the estate. Compete against rival toddler gangs in water balloon fights, scooter races, fort sieges, and giant games of hide-and-seek to earn reputation and unlock new recruits.

Features include:

  • Recruit unique toddlers with different abilities.
  • Build and customize forts and secret hideouts.
  • Create zipline networks between houses.
  • Collect toys, snacks, stickers, and rare treasures.
  • Complete humorous missions for neighbourhood residents.
  • Upgrade your headquarters with imaginative toddler inventions.
  • Become the most legendary gang on the estate.

The world is viewed through a toddler's imagination, turning ordinary childhood activities into epic adventures. Delivering a birthday invitation feels like a secret mission, while recovering a lost teddy bear becomes a daring rescue deep inside rival territory. Your goal is to build the biggest crew, control the best playgrounds, and become the undisputed legend of the estate.

reddit.com
u/Zimplified — 4 days ago
▲ 1 r/gameideas+2 crossposts

I have a game idea, thoughts?

Ok, so I made a post like this a few days ago, (thanks for the support) but basically, I’m 12 and have no experience or knowledge of coding. I am hoping someone will steal this idea or you readers will like the idea at least. So, here’s the idea.

Game Idea:
In the 1960’s, America started a program to have pre-trained soldiers ready for war. They made an entire town out on an island, and spent a few months gathering subjects to live there. The moment the first generation of kids arrived, they were told that Nerf Wars, (which would be called something different to avoid copyright infringement) were a great tradition of the town. Over time, the kids would fall for this, make factions and teams, bases, and even weapon manufacturing systems, with a group known as The Pillars acting as the rule enforcers of the Nerf Wars. (Also, ONLY KIDS can participate in this and no one is aware of the true meaning behind the “tradition”.) One day however, a powerful yet corrupt faction known as The Brightsides had a great advancement. Their leader, Sai, made a fully robotic yet human looking soldier, which is you, the player. However, due to backlash from other factions, such as The Cardinals and The Redwells, The Pillars force The Brightsides to give you up and let you have free will. However, every single faction in the town wants you on their side. You’d be able to help out The Brightsides, (the corrupt faction full of wealthy and intelligent individuals) The Cardinals, (the good-ish faction, full of militaristic yet kind patriots) The Redwells, (the moronic faction full of misinformed kids who want to free Danny Redwell, a politician who physically assaulted a woman and her father) and The Pillars. You’d be welcomed by the Watson family, a kind Christian family with a quiet dad who happens to be the only person who knows everything is just for training, and was also the leader of one of the biggest factions back in the 70’s. You’d get quests, a big map that would be based of Greenup, Kentucky and Portsmouth, Ohio, and fully moddable foam dart guns.

Feel free to leave feedback or steal this idea.

reddit.com
u/sgtstpdy — 4 days ago

Feedback wanted: Exploration horror game set in an underground shopping complex

I’m currently developing a first-person exploration horror game set within a vast underground commercial complex.

The environment is made up of an abandoned network of corridors, tunnels and interconnected shopping areas with no natural lighting. Much of the complex is made up of tight passageways with shops connected to it, but occasionally opens up to large plazas and communal spaces. The goal is to create an environment that feels familiar but eerie, where players can easily be disoriented the deeper they explore.

The player awakens alone in this abandoned complex with no understanding of how they got there, but they discover a chip implanted in them that tracks their vitals and records some information. As they explore deeper through the complex, they start experiencing physical and psychological stress indicated by the chip caused by something unknown. To survive and explore deeper, they must obtain equipment that blocks out this phenomenon that is causing the stress.

However, this anomaly is only part of the story. The deeper they explore, the rooms start to distort and become unnatural, stores become unrecognisable and the architecture feels as though it's transforming into something entirely different. As they continue to explore deeper, it is clear that they were not meant to exist in this complex.

This game focuses heavily on exploration, atmosphere and environmental storytelling. Rather than giving definitive explanations to what's happening, the player is given limited information and the story remains mysterious, encouraging them to form their own theories about the complex and why they are here.

I'd love to hear your thoughts on this concept. Does it sound like something you'd be interested in playing? Any feedback, criticism, or ideas on how to improve this concept would be greatly appreciated.

reddit.com
u/Select-Assistant-833 — 4 days ago

Boons & Curses, a fantasy tactics-based game about mages throughout various timelines

this is a top-down shooter style game similar to XCOM but instead of soldiers, the characters are mages with magical abilities.

but here's the REAL gimmick: every character has a boon variant and a curse variant. boon variants have relatively weaker abilities but are good at support, curse variants have stronger abilities but their abilities dont last as long

Necromancer can ressurect his allies, with the Boon Necromancer being able to fully ressurect them multiple times at the cost of halving their HP every revive. Curse Necromancer can ressurect his allies with full HP but they become zombies, permanently dying once they die again

Elementalist is a strong spell-caster that can deliver a different debuff depending on the element. Boon Elementalist can use ice magic to slow down enemies and nature magic to heal allies. Curse Elementalist can use lightning magic to deal heavy crit damage and fire magic to do DoT but loses access to healing

feel free to suggest more mages and their variants!

reddit.com
u/blue4029 — 4 days ago

“Missing in Branik” a game where you work together to save the missing

A plane has crashed deep within the unforgiving wilderness of Branik. You and your team have been sent on a desperate mission to locate the missing survivor before it’s too late.

But as you make your way through the dense forests, treacherous swamps, and rugged mountains, you make a chilling discovery: you are not alone. The Brani — the secretive and hostile inhabitants of this land — have seen your arrival, and they will do everything in their power to drive you out of Branik… or worse.

Can you and your team overcome the dangers of the wild, outsmart the Brani, and rescue the missing person in time? Or will you become the next lost souls claimed by Branik?

What do you think?

Im still in early prototyping.

Coop
Lightweight/family
+\- 1 hour
1-4 players
Deduction
Character development
Crisis management.

Your moving over a random board in search of clues.
Improve you character and push back the brani.
All brani on the board, you lose.
Goal, find and rescue the missing

reddit.com
u/TrifleComfortable263 — 4 days ago

I'm making a retro Survival Horror RPG where every choice has consequences

I'm currently developing a retro survival horror RPG inspired by classic Resident Evil and Fallout: New Vegas. My goal isn't just to create another zombie game. I want to build a world where every NPC feels like a real person with their own routine, motivations, and story.

The outbreak has only just begun. Not everyone infected becomes a zombie. Some people remain physically normal but slowly lose their sanity, making them unpredictable. This means that the biggest threat isn't always the monsters—you never know if another survivor is genuinely trying to help you or hiding darker intentions.

One of my biggest inspirations is Fallout: New Vegas. I love how your choices affect the world, factions, quests, and characters. I'm trying to bring that same philosophy into a survival horror setting. Your decisions will influence who survives, which quests become available, who trusts you, and how different storylines unfold. There won't always be a clear "good" or "bad" choice, and some consequences may not become apparent until much later.

Right now I'm focusing on a small vertical slice before expanding the project. The current area is a parking garage where you meet one of the first survivors, Andrés. At first he appears friendly and helpful, asking for your assistance to find fuel so you can escape together. However, as the story progresses, players begin to realize that not everyone who seems trustworthy actually is. I want dialogue and character interactions to create the same tension as combat.

I'm also trying to keep the visuals simple with a retro low-poly style, letting atmosphere, lighting, sound design, and storytelling do most of the work.

I'd love to hear your thoughts. As a player, what would make you interested in a survival horror RPG where every choice has meaningful consequences? Are there any mechanics from Fallout: New Vegas or classic survival horror games that you think would fit this kind of experience?

reddit.com
u/BoxRevolutionary3415 — 5 days ago
▲ 0 r/gameideas+1 crossposts

I have a game idea and i wondering if anyone would play it.(if i were to make it)

Its a game where you go up an elevator and go floor by floor but each floor makes no since and you have to loot and unlock parts of the elevator to help your climb.

the floors make zero since

  1. example, one floor is a never end ocean but the next is getting sucked into a black hole.

loot/eleavator

  1. you have to get loot to attack creatures, heal, and help your freinds
  2. you can upgrade parts of you elevator and unlock sections to make the journey easier

please give me more ideas to make this a game you would play

reddit.com
u/VillageNo5029 — 6 days ago

A game where you play as an up-and-coming traveling merchant.

I just want some thoughts and input for my game idea. It’s a third person fantasy RPG with a focus on base management, inventory management, and dungeon crawling. You play as a traveler who was exiled from his home land for an unpaid family debt. You start as a nobody in a new land looking to start fresh. It’ll be a freely explorable open world consisting of different regions and different factions. You’ll venture around doing odd jobs to make some coin to buy some gear. This part of the tutorial will introduce the many different minor jobs that you’ll need to know in the future. After you acquire some gear, you’ll be encouraged to take care of a small group of local thugs. When you beat the thugs, you’ll be able to loot their gear. This is where a key mechanic of the game is introduced, an inventory system like Death Stranding, where every piece of gear and loot must be physically carried by the player. This mechanic slows down the player’s wealth progression. This can be managed however, by purchasing pack animals, wagons, boats, companions, etc. The player can also own many different types of property such as refineries, quarries, workshops, storefronts, farms, plantations, etc. To manage their properties, the player will need to hire more companions, which can either be bought with a salary or acquired through side quests, odd jobs, having a good reputation, or simply through wandering around and stumbling into them. The objective of the game is to become as wealthy as possible, and if the player chooses to end the game, they can simply pay the debt that got them exiled.

reddit.com
u/BeastOTEast — 5 days ago

A top-down bullet hell with action RPG mechanics and progression.

I’m finishing a project, and for the next one I thought of the following idea — I say “idea” because I couldn’t quite define the genre myself.

A top-down bullet hell with action RPG mechanics and progression.

You play as a firefighter who enters burning buildings to rescue victims and fight the fire. You use a water hose and can shoot freely to defend yourself from projectiles launched by fire sources, as well as to combat those sources. You move through the map, find a victim, and return to drop them off safely. There will be several victims scattered across the map (2 or 3), and each time you rescue one, the map’s behavior changes — new fire sources appear, and so on.

There will be different types of fire sources and projectiles. When fire sources are extinguished, they turn into embers, and if you don’t step on them to put them out completely, they can reignite. When you finish a mission, you return to the fire station where you can upgrade your equipment and then head out to another mission.

reddit.com
u/Lettall — 5 days ago