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The eight-man SEAL team of Ghost Fire in silhouette, walking toward a mountain sunset on the snow
NAVAL SPECIAL WARFARE · OPERATION TRIDENT

What's in Ghost Fire

Command an eight-man SEAL team. Plan every move while time is paused, press GO, and watch it play out. Free in your browser, on your phone and on desktop. Every screenshot below is the real game.

NO DOWNLOAD · NO ACCOUNT NEEDED · PHONE & DESKTOP

PAUSE · PLAN · GO

The game

A SEAL team tactics game you play in your browser, in full 3D or the classic top-down map. Time stops while you think.

The same moment of a mission split down the middle: the 3D view on the left, the classic 2D map on the right.
v1.133Dview

Full 3D, or classic 2D

Every mission plays in a lit 3D tactical view: weather, lamps, helicopters and true-scale soldiers. Turn the view to face any side of the map. Prefer the classic top-down map? Shift + V switches any time.

The desktop HUD paused in planning: the squad roster, the next step from Price, the inspector and the GO button over the compound.
v1.0tactics

Pause, plan, GO

Time stops while you plan. Give every operator his orders, press GO, and the plan plays out in real time. Pause again whenever you need to.

Eight parachutes coming down on the insertion point beside a river, with every operator’s callsign under the drop.
v1.0squad

An eight-man SEAL team

Price, Ghost, Bull, Charitha, Soap, Gaz, Nishy and Tinith. A sniper, a heavy gunner, a breacher and close-quarters operators, each with his own job.

The guide bar at the top of the screen: “GHOST (sniper): sneak to NW RIDGE” with DO IT & GO and JUST GO buttons.
v1.8guide

Captain Price gives the orders

Not sure what to do next? Price calls the next step over the radio. Press DO IT & GO and he runs it, or ignore him and make your own plan.

The training camp with lesson 2 of 7, silent takedown, and a SHOW ME button.
v1.0tutorial

Camp Trident

A training camp teaches the basics one station at a time: move, silent takedown, sniper shot, capture, demolition, carry a casualty and exfil.

The 3D soldier’s eye view panel open over the tactical map, looking down a sniper rifle.
v1.03D

Soldier’s eye view

Press P for a 3D view through the eyes of the selected operator: his rifle, the terrain, the target down range.

OPERATION TRIDENT

Campaign

Fifty-eight missions across Afghanistan, Pakistan and India, hunting one man: Musad Mohammed, the Emir of the Saif network.

A walled mountain compound in the Kunar Valley with barracks, an HVT house, a weapons cache and a motor pool.
v1.0theatre 1

Kunar Valley

Afghanistan. Mountain compounds and goat tracks where the Al-Shabir cell stores the Emir's weapons. Where Operation Trident begins.

A sandy harbour village with a hostage house, warehouse, king house, barracks and armoury.
v1.0theatre 2

Makran Coast

Pakistan. Smugglers' beaches and dust villages on the sea route that brings the Emir his cash and arms. Hostages, a recruiter and a mothership dhow.

A jungle camp with a cell block, guard house, interrogation room and kitchen, surrounded by dense trees.
v1.0theatre 3

Sundarbans Delta

India. River camps under the mangroves where the delta syndicate builds bombs for Black Monsoon, and the guards check on each other by radio.

City blocks in Karachi: flats, a tower block, shops and garages along cracked streets with street lights.
v1.0theatre 4

Karachi

Pakistan. Old city rooftops, bazaars and alleys where the Emir's money men and recruiters hide. The war gets louder here.

A snowbound mountain base with a pump house, crew quarters, control room, containers and a helipad.
v1.0theatre 5

Karakoram

Pakistan. Snowbound bunkers, airstrips and radar posts around the Emir's winter fortress, held by foreign mercenaries with searchlights, drones and dogs.

The war room: missions, stars, gold and rank, the Weekly Op and the season panel.
v1.0missions

58 missions

Forty-one hand-made campaign missions including the finale, four courses, three joint ops and ten short ops. Capture, rescue, steal intel, blow things up, get out.

The campaign map: a globe on the left and a theatre map with linked mission nodes, stars and intel markers.
v1.9map

Campaign map

A rotating globe picks the theatre and a topographic map shows every mission. From theatre 2 on, each win opens two targets, so you choose the order.

A mission briefing with objectives, a red INTEL chip saying patrol routes are known, and the squad list.
v1.9intel

Intel carries forward

Win a mission and you learn the patrol routes two missions ahead. That mission starts with hostiles already tagged.

The Short Ops section of the war room with ten small mission cards across all five theatres.
v1.95 min

Short ops

Ten five-minute missions built for a phone and a bus ride: small maps, a handful of hostiles, one or two objectives.

The breach and clear course: three kill houses in a training yard with an overwatch post and an LZ.
v1.8training

Advanced courses

Breach and clear, night ops with NVG, a sniper range with wind and combat medic. Each unlocks partway through the campaign.

Price’s eight operators at the insertion point with five Bravo team operators ringed in blue beside them.
v1.8big maps

Joint ops with Bravo

Huge maps and 35+ hostiles. Bravo team under Captain Hayes meets you at the insert, takes its own sector and reports on the radio.

A night HALO jump on night vision: four canopies over the insertion point near a hut and a goat pen.
v1.7story

The story

It starts with a night jump over the Kunar Valley and a courier’s ledger stamped M.M. The trail runs through Afghanistan, Pakistan and India to the man behind it all: Musad Mohammed.

A cutscene showing a page of the ledger with redacted lines and a sword-over-crescent seal circled in red.
v1.11story

Story cutscenes

Short scenes between theatres: dossiers, surveillance photos, the pipeline in red string and the ledger itself.

A cutscene map tracing the trail between two theatres in red string.
v1.11story

Follow the lead

Each theatre ends with a new lead that points to the next one, all the way to the Emir's fortress in the Karakoram.

The intel board: a cork board with clue cards pinned under five theatre columns, many still marked with question marks.
v1.11story

The intel board

A cork evidence board fills up as you win: captured HVTs, freed hostages, documents. Complete a theatre for a bonus.

The finale at night: the fortress of Qila-e-Saif with its keep, war room, barracks and armoury inside snowbound walls.
v1.14NEWfinale

Finale: Operation Swordfall

Mission 41. Qila-e-Saif in the Karakoram: a valley of 67 hostiles, Bravo team fighting beside you, and Musad Mohammed in the keep. Not everyone comes home. The story ends with the funeral and the credits.

EVERY OP IS DIFFERENT

Missions & world

Five ways in, weather that changes the fight, and HQ changing the plan halfway through.

Parachutes over a river at the insertion point.
v1.0insertion

Parachute drop

The classic way in: the whole squad under canopy, landing together on the insertion point.

Green night-vision view of four canopies landing.
v1.8insertionnight

Night HALO

A high-altitude jump in the dark, seen through night vision. Nobody hears you arrive.

A helicopter hovering over a river with operators sliding down ropes to the insertion point.
v1.8insertion

Fast-rope

The helicopter comes in low and hovers while the team slides down the ropes.

A rigid inflatable boat landing on a sandy beach next to the insertion point marker.
v1.8insertioncoast

Boat landing

An RHIB runs in through the surf and drops the team on the beach.

A truck with its headlights on stopping at the insertion point on a dirt road.
v1.8insertion

Truck drop-off

A friendly truck drives the squad to the edge of the area and lets them out.

The flyover camera above the compound with the caption “Objective 1 · Capture Khanjar in N2”.
v1.8briefing

Flyover briefing

Before you deploy, the camera sweeps the target while HQ marks each objective, the overwatch and the LZ.

A compound in heavy rain with streaks across the map and an operator moving between buildings.
v1.8weather

Rain and lightning

Heavy rain covers footsteps and noise. Thunder rolls, and lightning lights up the whole yard for a moment.

A desert compound almost hidden by a brown sandstorm, the sniper on an overwatch dune.
v1.8weather

Sandstorms

Gusts of sand cut sight lines and weapon range for both sides. Hostiles nobody can see stay hidden.

A night mission in green night vision with flood lights, the squad at the insertion point and the sniper on the ridge.
v1.7night

Night ops and NVG

Darkness, light pools and night vision. Guards see far less outside the lights, and suppressed rifles can shoot the lights out.

The sniper range in the desert with a wind indicator showing 16 mph and targets down range.
v1.8sniper

Wind

Long shots drift in the wind unless the sniper has been still long enough to settle.

The HVT being walked to a transport truck in the rain while the driver shouts “Get in! Go, go!”.
v1.9twists

HQ changes the plan

Mid-mission orders: the HVT is moved to a truck, a hostage is marched to another building, or a bonus target turns up.

The transport truck with the HVT aboard leaving the courtyard, marked “HVT aboard”.
v1.9twists

Stop the truck

When the target drives off, drop the driver, block the road, C4 the truck or grab him on the way.

A smugglers' patrol boat with two crew sweeping along the surf line of a beach.
v1.9coast

Boat ambush

On coastal maps a smugglers' patrol boat sweeps the shoreline. Stay off the sand, or drop both crew for bonus gold.

The squad around the cuffed HVT Khanjar inside the motor pool after the fight.
v1.0objectives

Bag and tag

Some targets are worth more alive. Cuff the HVT, march him to the LZ and put him on the helicopter.

A weapons cache going up in a ring of fire inside the compound while the squad pulls out with the captured HVT.
v1.0objectives

Every kind of job

Capture or kill the target, free hostages, steal intel, rig the charges and blow the cache.

The helicopter landing at the LZ while the door gunner fires a tracer stream at a shooter in the trees.
v1.8exfil

Hot exfil

Sometimes shooters open up on the helicopter from the treeline. The door gunner suppresses them while the team boards.

The helicopter lifting off from the LZ with the whole team aboard.
v1.0exfil

Everyone goes home

Every mission ends with the helicopter landing, the team boarding, wounded and prisoners included, and wheels up.

A fish seller marked as a civilian beside his stall at night, with Price close by.
v1.11world

Civilians

Villagers, traders and dock workers go about their day. Scare one and he runs to the guards. Calm him and he stays down.

A bazaar mission with the “Nightfall in 1:33” countdown chip at the bottom right.
v1.11weather

Weather that turns

HQ warns you, then dusk falls, rain moves in or a sandstorm rolls over mid-mission. A chip counts down to the change.

THEY ARE NOT STUPID

Enemies

Sentries check on each other, dogs smell you, drones see over walls, and some of them give up.

A guard dog patrolling the edge of a yard near the south gate sentry.
v1.7hostiles

Guard dogs

Dogs smell operators who get close and bark the yard awake.

A spotter drone hovering over a yard patrol with its wide vision cone, next to the motor pool.
v1.7hostiles

Spotter drones

Drones see over walls. Shoot them down or stay out from under them.

A radio operator standing by a gate barrier near the commander and the bunks.
v1.7hostiles

Radio operators

A radio man alive when the alarm sounds calls a truck full of reinforcements. Take him first.

A guard calling “Zaid, come in. Zaid?” outside the motor pool.
v1.9AI

Radio checks

Paired sentries check on each other. When a partner stops answering, someone walks over to look.

A guard with his hands up shouting “Do not shoot! I give up!” as two operators close in.
v1.9AI

They surrender

A lone guard who is flashbanged with an operator close by gives up. Cuff him for bonus gold.

A cuffed prisoner saying “Please. I tell you where they are.” while nearby hostiles are tagged with red markers.
v1.9AI

And they talk

A cuffed prisoner gives up his friends: every hostile within 60 metres is marked.

A patrol finding a body and shouting “A body! Sound the alarm!”.
v1.0AI

Raise the alarm

Hostiles hear shots, find bodies and shout callouts in their own voice. One alarm changes the whole mission.

An Arctic whiteout with the squad advancing toward a radar hut and only a few hostiles visible.
v1.8visibility

Fog of war

At night, in sandstorms and in Arctic whiteout you only see the hostiles your team can actually see.

A guard post marked “POST EMPTY” during a shift change outside the motor pool.
v1.11AI

Shift changes

Posts change guard every few minutes. The post stands empty in between, and the relief checks it when he arrives.

Guards talking inside the paymaster house at night, one saying “Quiet. They say. Then a helicopter.”
v1.11intel

Overheard chatter

Idle guards talk, sometimes about your last mission. Get close without being seen and you may overhear something useful.

The interrogation panel for Khanjar with three questions: where are your men, the arms locker code, patrol times.
v1.11intel

One question

A cuffed prisoner answers one question: where the target is, the arms locker code, or the patrol times.

QUIET OR LOUD

Tactics & gadgets

Silent shots, takedowns from behind, breach and clear, gadgets, gunships and stolen trucks.

The sniper on the north-west ridge firing a silent shot at a patrol beside the barracks.
v1.0sniper

Silent shots

The sniper drops a guard from the ridge when nobody is looking. One shot, no noise.

Soap creeping up behind the south gate sentry between sandbag posts.
v1.0stealth

Takedowns from behind

Sneak up behind a sentry and take him down without a sound. The cursor tells you if a spot is hidden or in view.

A kill house being breached in slow motion with the flashbang glare filling the room.
v1.7CQB

Breach and clear

Up to four operators stack on a door, blow it, throw a flashbang and clear the room in slow motion.

Sync mode with a shot lined up from the sniper to the north patrol and the sync panel open.
v1.0sniper

Sync shots

Line up several shooters on several targets, then fire them all on one go-code.

A flashbang going off in a white burst next to a sentry outside the motor pool.
v1.8gadget

Flashbangs

Stun everyone in the room or the yard. Lone guards often give up.

A cloud of smoke cutting the gate sentry’s view while three operators slip across behind it.
v1.8gadget

Smoke grenades

Smoke blocks vision cones. Throw it in front of a sentry and walk past him.

A claymore’s blast arc on a riverside path with a patrol walking into it.
v1.8gadget

Claymores

Set one on a patrol route. Front toward enemy.

The recon drone over the compound with its scan circle and tagged hostiles inside.
v1.8gadget

Recon drone

Fly your own quadcopter for 60 seconds. Every hostile under it is tagged.

An AC-130 gunship firing tracers into the barracks yard of the compound.
v1.9air support

Gunship strafing run

Mark an area and an AC-130 hoses it down for four seconds. Friendlies included, so mark carefully.

A truck full of operators driving through a farmhouse yard past the holding house.
v1.9vehicles

Steal a truck

Board up to six operators, drive anywhere, run people over and carry the cuffed HVT out. Loud, but fast.

A firefight at the compound wall in red alarm light, the squad shooting from the riverbank.
v1.0combat

Go loud

When stealth fails, the LMGs open up and the reinforcement truck rolls in. Fight your way to the LZ.

Gaz dragging a body along the motor pool wall toward cover, marked “Dragging body”.
v1.11stealth

Knives, pistols, bodies

Throwing knives and a silenced pistol for quiet kills up close. Drag the body into shadow or grass and nobody finds it.

A breaching charge blowing a hole in the compound wall next to Charitha.
v1.11breach

Blow a hole in the wall

The breacher can plant a charge on any wall and make his own door. Loud, but nobody is watching that side.

EIGHT OPERATORS · YOUR CALL

Your squad

Operators level up, pick traits, carry wounds into the next mission and wear your colours.

The squad screen: the eight operators with levels, the squad emblem and camo, and Price’s trait choices.
v1.9progression

Levels and traits

Operators earn XP and level up to 10. At levels 3, 6 and 9 each one picks a trait from his role’s tree, for good.

Ghost’s loadout: suppressor on, scope, range and accuracy bars, and face paint choices.
v1.9gear

Loadouts

Suppressor on or off, iron sights, red dot or scope, a suppressed sidearm. Live bars show range, accuracy and noise.

Bull’s card with an injury notice: two missions to heal, minus 20% hp and speed.
v1.9progression

Injuries carry over

An operator who went down is injured for the next mission or two. Rest him to heal faster.

The face paint and shoulder patch pickers with a skull face paint selected.
v1.9identity

Face paint, patches, emblem

Five face paints and eight shoulder patches per operator, and a squad emblem on the debrief and share card.

The medal case in the service record with earned medals in gold.
v1.7rewards

Medals and camo

Seventeen medals, several of them unlocking new squad camo patterns.

A desperate firefight in red alarm light.
v1.7hardcore

Ironman

Operators who go down and are not carried aboard are killed in action for the rest of the run. Lose the captain and it ends.

The shop with premium items at the top and gold prices.
v1.0gold

Recruits and upgrades

Missions pay gold by rating. Spend it on permanent upgrades, gadgets and new recruits.

The inspector for Bull showing morale high, fatigue low and its aim effect.
v1.11squad

Morale and fatigue

Kills and objectives lift morale, taking fire and losses drain it. Running builds fatigue; stand still to recover.

Ghost on the dune at night with a radio bubble: “Night work.”
v1.11squad

Personalities and chatter

Price is stern, Soap cocky, Nishy the joker, Tinith the rookie. Short radio lines react to what happens.

The triage list showing Charitha down with a bleed-out timer and a Stabilise button, Gaz carrying him.
v1.11medic

Bleeding and triage

A hard hit can start bleeding until a tourniquet goes on. Downed men bleed out unless stabilised; triage lists them by urgency.

Fireteam B moving to its sector, marked with a flag and a dashed circle, while the rest of the squad waits.
v1.11squad

Fireteam B leader

Promote a senior operator to lead fireteam B. Give him a sector and he takes down what he finds there.

Camp Trident from above: intel, armoury, hall, barracks, medical, mess, range and helipad.
v1.11base

Camp Trident

Your forward base: upgrade the intel room, armoury, medical tent, range and more with gold for squad-wide bonuses.

The Hall of Fame panel with plaques for Price, retired with honour, and Tinith, killed in action.
v1.11base

Retirement and Hall of Fame

Retire a veteran and he passes a trait to his replacement. Plaques remember those who retired and those who never came home.

TWO PLAYERS · ONE SQUAD

Play together

Split the squad with a friend or a stranger, or play against each other: SEALs versus the guards.

The co-op window with Quick Match, Host Game and Join Game tabs and a HOST GAME button.
v1.8co-op

Online co-op

Two players, half the squad each. Host a game and share a five-letter room code; either of you can press GO.

Quick match searching for a partner with a radar sweep and 3 players looking.
v1.8co-op

Quick match

Play with a random partner. Whoever is further in the campaign hosts and picks the mission.

The quick comms radial: Contact, Breaching, Cover me, Moving, Hold position, Target down, Need help, On my way.
v1.9co-op

Quick comms

Hold C for a radial of eight callouts, spoken in your operator’s radio voice. On phones it is a COMMS grid.

The Versus tab: Host as SEALs or Host as Guards, a mission picker and Quick Match Versus.
v1.11PvP

Versus

One player leads the SEALs, the other secretly commands the guards. By room code or quick match.

The guard commander’s map with every guard and vision cone and a power bar: patrol, investigate, swap posts, high alert, dog, truck, move target, radio check.
v1.11PvP

Guard commander

See every guard, but SEALs only where your men can see them. Redirect patrols, raise the alert, release the dog, move the target.

DAILY · WEEKLY · SEASONS

Compete

The same mission for every player, endless wave defence, ranked boards and a service record worth sharing.

The Daily Op briefing: “Daily Op · Holdout”, same for every player.
v1.7daily

Daily Op

One seeded mission per day, the same for every player, with 1.5x gold and its own leaderboard.

The Weekly Op card “Cold Iron” with Iron Sights rules and the weekly ranking.
v1.9ranked

Weekly Op

Every Monday a harder op with special rules: no revives, iron sights, radio silence. One ranking for the week.

The season panel with the season ranking and the Ember camo reward.
v1.9ranked

Ranked seasons

Four-week seasons with points from Weekly, Daily and campaign wins. Top 10 and top 100 earn season medals and camo.

A mission briefing with the Fastest Ghosts leaderboard.
v1.0ranked

Leaderboards

Every mission keeps a board of the fastest GHOST runs. Beat the time on the briefing screen.

The debrief: Mission Complete, rating CLEAN, stars, gold and the result table.
v1.0rating

Ratings and debrief

GHOST, CLEAN or LOUD: stars, gold, a full after-action report and the roster that made it home.

The Records screen with achievements in stealth and combat categories and progress bars.
v1.9records

Achievements

Forty long-term goals for stealth, combat, objectives and teamwork, tracked in your service record.

A public service record page for operator Nightjar with stats, favourite operator, theatres and medals.
v1.9profile

Public profile

Your service record at ghost-fire.nishyai.com/u/your-name: rank, stars, takedowns, theatres and medals.

Hold the LZ: the squad in sandbag pits ringing the landing pad while wave 3 attacks from the edges.
v1.11endless

Hold the LZ

Endless wave defence on three arenas. Man eight sandbag pits around the pad and see how many waves you last.

The requisition strip between waves with claymore, smoke, flashbang, med kit, extra ammo and gunship options.
v1.11endless

Requisition between waves

Twenty seconds between waves to reposition and spend points on claymores, med kits, ammo or a gunship. Extract on the fifth wave, or hold.

BUILD · PLAYTEST · PUBLISH

Create

Make your own missions with the game’s own tools and play what other commanders built.

The mission editor with the build palette, a starter compound on the map and the mission settings panel.
v1.9editor

Mission editor

Place buildings, walls, guards, dogs, drones, HVTs and hostages. The editor validates the map and writes the guide plan for you.

The community missions grid with player-made missions, authors, star ratings and play counts.
v1.9community

Community missions

Publish a mission once you beat it yourself. Browse newest, top rated and most played, and rate what you finish.

EVERY MISSION IS A STORY

Watch & share

Replays, a slow-motion kill cam, video clips and a result card for your group chat.

The replay viewer over the compound with a scrub bar, speed buttons and camera options.
v1.9replay

Replays

Watch the last 30 seconds again: scrub, slow down, follow an operator or pan freely.

The kill cam through a sniper scope: “Ghost · SNP · 59 m”, “Long shot”.
v1.93D

Slow-motion kill cam

The last hostile down, or a long sniper shot, replays in slow motion through the shooter’s 3D scope.

The replay viewer with the EXPORT CLIP button.
v1.9video

Clip export

EXPORT CLIP records a portrait or landscape video with the kill feed and your rating, ready to post.

A square after-action card for Compound Hawk: Mission Complete, rating, stars and time.
v1.7share

Share card

One tap makes a square result card with your rating, time and squad emblem.

BROWSER · PHONE · DESKTOP

Play anywhere

No download. A full touch interface on phones, controllers on desktop, an offline edition.

Three phones showing the title screen, a mission with the touch HUD and the war room.
v1.0mobile

Made for phones too

Full screen, a touch HUD and drawers for the roster. Tap to order, drag to pan, pinch to zoom.

A phone running Ghost Fire next to the app icon and “Add to home screen”.
v1.9PWA

Install it as an app

Add Ghost Fire to your home screen. It opens full screen and keeps playing without a connection.

The HUD with “Xbox controller ready” and button glyph hints for every action.
v1.9gamepad

Controller support

Plug in an Xbox or PlayStation pad: on-screen glyphs, a radial order menu and rumble near your operators.

The title screen with the “Limited Edition · Offline” badge.
v1.0itch.io

Offline Limited Edition

A download-free offline build on itch.io: the same game, guest saves, no accounts or ads.

FREE TO PLAY · OPTIONAL EXTRAS

Premium

Every campaign mission is free. These support the game and add a few extras.

The premium store window with the Commander Bundle marked best value.$21.99
v1.10best value

Commander Bundle

Co-op Pass, Joint Ops Pack and 20,000 gold in one.

The Co-op Pass offer: co-op pass needed to host.$20.00
v1.10co-op

Co-op Pass

Host online co-op games and use quick match. Friends join your games free with your room code.

Bravo team meeting Price’s squad at the insertion point.$1.99
v1.10missions

Joint Ops Pack

Iron Valley, Black Tide and Graveyard: huge maps, 35+ hostiles and Bravo team at your side.

The recon drone over the compound tagging hostiles.$1.00
v1.10gadget

Recon Drone

Your own quadcopter for 60 seconds every mission. Tags everything under it, even at night.

A gunship strafing run.$1.00
v1.10air support

Gunship On Call

One extra strafing run on every mission.

A sniper on overwatch.$1.00
v1.10squad

Third Sniper Slot

Field three snipers: unlocks the second and third sniper slots.

The shop with gold packs.FROM $0.99
v1.10gold

Gold packs

Supply Drop, War Chest and Armory: 5,000 to 40,000 gold for upgrades and recruits.

Ready, commander?

Fifty-eight missions are waiting. No download, no install. Plays in any modern browser.

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