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

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.

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.

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.

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.

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

Press P for a 3D view through the eyes of the selected operator: his rifle, the terrain, the target down range.
Fifty-eight missions across Afghanistan, Pakistan and India, hunting one man: Musad Mohammed, the Emir of the Saif network.

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

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.

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

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

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

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.

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.

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

HQ warns you, then dusk falls, rain moves in or a sandstorm rolls over mid-mission. A chip counts down to the change.
Sentries check on each other, dogs smell you, drones see over walls, and some of them give up.

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

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

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

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

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

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

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

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

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

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

A cuffed prisoner answers one question: where the target is, the arms locker code, or the patrol times.
Silent shots, takedowns from behind, breach and clear, gadgets, gunships and stolen trucks.

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

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

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

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

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

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

Set one on a patrol route. Front toward enemy.

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

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

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

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

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

The breacher can plant a charge on any wall and make his own door. Loud, but nobody is watching that side.
Operators level up, pick traits, carry wounds into the next mission and wear your colours.

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.

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

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

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

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

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.

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

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

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

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

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

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

Retire a veteran and he passes a trait to his replacement. Plaques remember those who retired and those who never came home.
Split the squad with a friend or a stranger, or play against each other: SEALs versus the guards.

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

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

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

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

See every guard, but SEALs only where your men can see them. Redirect patrols, raise the alert, release the dog, move the target.
The same mission for every player, endless wave defence, ranked boards and a service record worth sharing.

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

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

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

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

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

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

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

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

Twenty seconds between waves to reposition and spend points on claymores, med kits, ammo or a gunship. Extract on the fifth wave, or hold.
Make your own missions with the game’s own tools and play what other commanders built.

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

Publish a mission once you beat it yourself. Browse newest, top rated and most played, and rate what you finish.
Replays, a slow-motion kill cam, video clips and a result card for your group chat.

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

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

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

One tap makes a square result card with your rating, time and squad emblem.
No download. A full touch interface on phones, controllers on desktop, an offline edition.

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

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

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

A download-free offline build on itch.io: the same game, guest saves, no accounts or ads.
Fifty-eight missions are waiting. No download, no install. Plays in any modern browser.
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