Fuse
Reach and defuse every burning fuse in time.👆
Weekly Top 10
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Play to set a score, then submit it to the board.
About Fuse
Fuse looks like a panic game and is secretly a planning one. Fuses light up across a five-by-five grid, each burning down on its own clock, and you have exactly one hand to reach them — a hand that moves at a fixed speed, so distance is time you spend. The question is never which fuse is scariest but which order lets you save the most, which makes it a routing puzzle wearing a thriller's coat. Crucially the board tells you which fuses you can no longer reach in time, so the skill is abandoning the lost ones early and spending those ticks where they still count; often the strongest move is toward an empty cell where the next fuse is about to appear. Saving fuses cleanly builds a chain that lifts the value of every rescue, and since nothing rewards lingering — there is no last-second bonus — the rhythm is arrive, defuse, leave. It runs free in your browser with your best on the weekly board, turning a screen full of sparks into a quiet problem of sequence.
How to play
- Fuses light up across a 5x5 grid and burn down on their own clocks.
- Tap a cell to send your hand there. Your hand moves at a fixed speed, so distance costs time.
- Reaching a lit fuse in time defuses it. Let one burn out and it explodes, costing a life.
- Every cell tells you whether your hand can still reach it in time, so the information is never hidden.
Strategy & tips
- This is a routing problem, not a reflex test. Ask which order lets you reach the most fuses, not which fuse is scariest.
- The board marks fuses you can no longer save. Abandon them early and spend those ticks on ones you can still reach.
- Move toward where the next fuse is likely to appear while you wait. An empty-cell move is often the strongest one.
- Defusing without a loss builds a chain that raises the value of every save, so a clean streak is worth more than a frantic one.
- Nothing rewards waiting next to a fuse — there is no last-second bonus. Arrive, defuse, leave.
FAQ
Is this a reaction game?
No. Your hand moves at a set speed and every deadline is shown, so it rewards planning the route rather than fast fingers.
Why can I not save every fuse?
Sometimes you genuinely cannot. The board tells you which ones are already lost so you can stop spending time on them.
Can I farm the chain bonus?
No. The chain only grows when you save fuses, and stalling makes them explode, which resets it.