Cinder: Burn the Meadow

App Store Game Games Free
23 Sept 2026launched 8 days ago
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.18.2latest version · 6 days ago

Screenshots

About

Cinder is a survivors-like where the arena is alive. The dry meadow is a simulated world: your torch lights the grass, the fire spreads on its own, and anything standing in it burns — enemies and you alike. Water slows whoever wades through it and puts fire out. Oil catches. You steer with one finger; your weapons fire by themselves. HOW A RUN GOES Waves come on a clock. Kill them, take the gems they drop, level up and pick one of three upgrades. Two bosses in every arena — one at minute five, one at minute nine. Survive the last and the run is won. Die, and you keep the gold you earned. WHAT IS IN THE GAME • A dry meadow that burns, floods and dries again — the fire is a weapon, and it is nobody's friend. • Twelve weapons — torch, sling, whip, spark ring, oil flask, water gourd, chain lightning, rockfall, acid vial, lava spout, gust and frost shard — and four evolutions when two maxed weapons merge: Sea of Fire, Blizzard, Thunderbolt, Vortex. Each changes the ground or works with it. • Eight level-up upgrades everywhere, three cards only that arena deals and two only that character is dealt — fifty-four in all — and a permanent shop of ten, paid for with gold you earn by playing. Nothing in the shop is random. • Twenty-eight creatures that move six different ways — straight in, weaving, circling, gathering for a charge, holding back and spitting, or splitting in two when they die — and twelve bosses. The stone golem blocks the way, the acid snail leaves a trail, the ash shade cannot be burned. • Six arenas, each with its own music, its own pair of bosses and three cards nowhere else: the dry meadow where the grass burns, lava caves where water turns lava to rock, a marsh where fire runs across the oil on the water, frost fields of ice over standing water, ash wastes with nothing left to burn, and the ruins, where the walls are cover. • A daily run: the same arena, the same waves and the same level-up offers for everyone on the same day, with a score and your best kept per day. • Fourteen characters, each with a starting weapon, a stat line you can compare at a glance, and an ultimate no one else has: the Ember-keeper lays a ring of burning fuel, the Tidecaller pushes the crowd back, the Rimewarden freezes the ground and everything on it, the Glassheart winds your health back to where it was. FREE TO PLAY, ONE CHARACTER FOR SALE Playing unlocks every arena, every weapon, every upgrade and eleven of the fourteen characters — by surviving longer, killing more and beating bosses. Gems are the scarce second currency: a daily streak pays a few, two optional packs sell more, and they buy time — a character you would rather not grind for, or gold — never an arena, which is only ever cleared. Two characters are gems-only; the Glassheart is the one sold for money. There are no ads, no random items for money, no energy timers and no subscription. YOUR SAVE, YOUR CHOICE Your progress is stored on your device and the game plays offline. Signing in with Google or Apple is optional: do it and your save is kept on our server and follows you to a new phone. A short report of how each run went, and a report when something breaks, help balance and fix the game — one switch in Settings turns both off. The game plays in nine languages. Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/ Privacy Policy: https://legal.lookbookai.app/cinder/privacy.htmlRead more
Cinder is a survivors-like where the arena is alive. The dry meadow is a simulated world: your torch lights the grass, the fire spreads on its own, and anything standing in it burns — enemies and you alike. Water slows whoever wades through it and puts fire out. Oil catches. You steer with one finger; your weapons fire by themselves. HOW A RUN GOES Waves come on a clock. Kill them, take the gems they drop, level up and pick one of three upgrades. Two bosses in every arena — one at minute five, one at minute nine. Survive the last and the run is won. Die, and you keep the gold you earned. WHAT IS IN THE GAME • A dry meadow that burns, floods and dries again — the fire is a weapon, and it is nobody's friend. • Twelve weapons — torch, sling, whip, spark ring, oil flask, water gourd, chain lightning, rockfall, acid vial, lava spout, gust and frost shard — and four evolutions when two maxed weapons merge: Sea of Fire, Blizzard, Thunderbolt, Vortex. Each changes the ground or works with it. • Eight level-up upgrades everywhere, three cards only that arena deals and two only that character is dealt — fifty-four in all — and a permanent shop of ten, paid for with gold you earn by playing. Nothing in the shop is random. • Twenty-eight creatures that move six different ways — straight in, weaving, circling, gathering for a charge, holding back and spitting, or splitting in two when they die — and twelve bosses. The stone golem blocks the way, the acid snail leaves a trail, the ash shade cannot be burned. • Six arenas, each with its own music, its own pair of bosses and three cards nowhere else: the dry meadow where the grass burns, lava caves where water turns lava to rock, a marsh where fire runs across the oil on the water, frost fields of ice over standing water, ash wastes with nothing left to burn, and the ruins, where the walls are cover. • A daily run: the same arena, the same waves and the same level-up offers for everyone on the same day, with a score and your best kept per day. • Fourteen characters, each with a starting weapon, a stat line you can compare at a glance, and an ultimate no one else has: the Ember-keeper lays a ring of burning fuel, the Tidecaller pushes the crowd back, the Rimewarden freezes the ground and everything on it, the Glassheart winds your health back to where it was. FREE TO PLAY, ONE CHARACTER FOR SALE Playing unlocks every arena, every weapon, every upgrade and eleven of the fourteen characters — by surviving longer, killing more and beating bosses. Gems are the scarce second currency: a daily streak pays a few, two optional packs sell more, and they buy time — a character you would rather not grind for, or gold — never an arena, which is only ever cleared. Two characters are gems-only; the Glassheart is the one sold for money. There are no ads, no random items for money, no energy timers and no subscription. YOUR SAVE, YOUR CHOICE Your progress is stored on your device and the game plays offline. Signing in with Google or Apple is optional: do it and your save is kept on our server and follows you to a new phone. A short report of how each run went, and a report when something breaks, help balance and fix the game — one switch in Settings turns both off. The game plays in nine languages. Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/ Privacy Policy: https://legal.lookbookai.app/cinder/privacy.html

Versions

  1. Version 1.18.2First seen · 25 Sept 2026

    Safer cloud save. Saves are no longer merged between devices. If only one device played since the last sync, its progress is kept, and the game tells you when it loaded progress from another device. If both played, you choose which save to keep, with a summary of each; gems you paid for stay either way. Play on one device at a time and you never have to choose. You also stay signed in after closing the game.

Countries

Worldwide

Apple lists this app in 50 or more storefronts, so it is available almost everywhere.

Turkey

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