Creatures appear on the scope before they reach the visible sky.
Every night, strange creatures drift down from the ringed sky toward the six lantern spires. You are the Fireworker: keeper of three firework fountains. Read the sky, choose your shells, and keep the lanterns burning until dawn.
Eight waves to dawn · Sound starts off — press M · Pauses automatically when you leave the tab.
| Click / tap sky | Burst a bloom shell there (Bloom tool) · send a chaser at the nearest creature (Chaser tool) |
| Tap a creature | On touch screens, tapping right on a creature fires an assisted bloom that leads it |
| Right-click | Send a chaser at the creature nearest the cursor |
| Shift + click | Select the creature nearest the cursor |
| Space / F | Assisted bloom: leads the selected creature |
| E | Wisp chaser at the selected creature |
| Q / 3 | Raise the Aurora Veil (when charged) |
| 1 / 2 | Pointer tool: bloom / chaser |
| Tab / ←→ | Cycle creatures by urgency |
| Enter | Start / next wave |
| P / Esc | Pause |
| M · H · O | Sound · guide · settings |
Three fountains each hold a stock of bloom shells, refilled every wave. The nearest ready fountain fires; each needs a moment to reload. A creature that lands on a fountain jams it until the next wave. You get four chasers per wave.
Every catch sets off a small chain burst. Catches from the same bloom multiply (×2, ×3 … ×6). Clearing a wave pays for standing spires, unused shells and chasers, plus a bonus for a flawless wave. One cracked spire is mended after each wave.