Compare ArsonVille prices across 50+ stores and find the best deal. Developed by Slavitica. Published by SA Industry. Released on 11/24/2016. Available on PC, Mac, Linux. Genres: Casual, Indie, Simulation, Strategy.

Burn an 11x11 village with a single ignition point and a 30-second window to place accelerants. A micro-puzzle that plays itself out in minutes, for better or worse.

My spreadsheet instincts kicked in fast here: given a fixed grid, a handful of accelerants, and exactly one ignition square, what is the optimal placement to maximize burn coverage? That question took about ninety seconds to answer, which is both the appeal and the eulogy of ArsonVille in one sentence. The core loop is genuinely clever on paper. You are dropped above a procedurally generated 11x11 grid populated with trees, lakes, and houses. You get a 30-second placement phase to position combustible items, including haybales, kindling, oil, and dynamite, then you pick a single square to light and watch fire propagate across whatever path you have engineered. Lakes act as natural firebreaks, so reading the terrain and routing your accelerants around water bodies is the only meaningful decision in the game. For about three or four rounds, the optimization problem is genuinely engaging in that low-friction, puzzle-box kind of way. The problem is that Slavitica shipped what feels like a working prototype rather than a finished game. There are no progression systems, no difficulty curve, no score targets beyond a percentage of tiles burned, and no alternate game modes to extend the concept. Community feedback from launch onward repeatedly flagged the absence of any win or fail condition, and players noted that the 13 Steam achievements can be largely swept up inside a single short sitting. The procedural generation does reshuffle the village layout each run, but the small grid size and limited tile types mean map variety evaporates fast. After an hour of play, most sessions are running on muscle memory rather than genuine decision-making. For a strategy-minded player, the vocabulary is there but the grammar never shows up. A good fire-propagation puzzle game would layer in wind direction, building materials with different burn rates, limited accelerant budgets that scale with map complexity, and maybe a time-attack or high-percentage leaderboard mode. None of that exists here. What you get instead is a pleasant, ambient toy that is oddly satisfying for the first handful of runs and then has nowhere left to go. Steam players who picked it up at heavy discount consistently land on the same conclusion: worth the cents, not worth clock time. If you want a quick achievement-gathering session or something genuinely zero-stress to fill ten minutes, ArsonVille delivers exactly that. It runs on PC, Mac, and Linux without complaint, the visuals are clean in a simple block-art way, and the fire simulation has a satisfying visual and audio feedback loop. Just do not come in expecting anything with teeth. The decision space is solved quickly, the replayability ceiling is low, and there has been no meaningful content update since release. The bones of a better game are visible in every session, which makes the lack of follow-through all the more frustrating to sit with. Diego, Scout Team

ArsonVille
CasualIndieSimulationStrategy

ArsonVille

Nov 24, 2016SlaviticaSA Industry
GamerScout Says

Burn an 11x11 village with a single ignition point and a 30-second window to place accelerants. A micro-puzzle that plays itself out in minutes, for better or worse.

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Screenshots & Media

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About ArsonVille

My spreadsheet instincts kicked in fast here: given a fixed grid, a handful of accelerants, and exactly one ignition square, what is the optimal placement to maximize burn coverage? That question took about ninety seconds to answer, which is both the appeal and the eulogy of ArsonVille in one sentence. The core loop is genuinely clever on paper. You are dropped above a procedurally generated 11x11 grid populated with trees, lakes, and houses. You get a 30-second placement phase to position combustible items, including haybales, kindling, oil, and dynamite, then you pick a single square to light and watch fire propagate across whatever path you have engineered. Lakes act as natural firebreaks, so reading the terrain and routing your accelerants around water bodies is the only meaningful decision in the game. For about three or four rounds, the optimization problem is genuinely engaging in that low-friction, puzzle-box kind of way. The problem is that Slavitica shipped what feels like a working prototype rather than a finished game. There are no progression systems, no difficulty curve, no score targets beyond a percentage of tiles burned, and no alternate game modes to extend the concept. Community feedback from launch onward repeatedly flagged the absence of any win or fail condition, and players noted that the 13 Steam achievements can be largely swept up inside a single short sitting. The procedural generation does reshuffle the village layout each run, but the small grid size and limited tile types mean map variety evaporates fast. After an hour of play, most sessions are running on muscle memory rather than genuine decision-making. For a strategy-minded player, the vocabulary is there but the grammar never shows up. A good fire-propagation puzzle game would layer in wind direction, building materials with different burn rates, limited accelerant budgets that scale with map complexity, and maybe a time-attack or high-percentage leaderboard mode. None of that exists here. What you get instead is a pleasant, ambient toy that is oddly satisfying for the first handful of runs and then has nowhere left to go. Steam players who picked it up at heavy discount consistently land on the same conclusion: worth the cents, not worth clock time. If you want a quick achievement-gathering session or something genuinely zero-stress to fill ten minutes, ArsonVille delivers exactly that. It runs on PC, Mac, and Linux without complaint, the visuals are clean in a simple block-art way, and the fire simulation has a satisfying visual and audio feedback loop. Just do not come in expecting anything with teeth. The decision space is solved quickly, the replayability ceiling is low, and there has been no meaningful content update since release. The bones of a better game are visible in every session, which makes the lack of follow-through all the more frustrating to sit with. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Fire PropagationGrid PuzzleMinimalistProof of ConceptAchievement HunterZero-StressShort Session

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows XP or higher
Memory
2 GB RAM
Storage
100 MB available space
Processor
Pentium Dual Core 2.1 GHz
Additional Notes
May work on lesser spec machines

Community Discussion

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Reviews & Ratings

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Game Info

Developer
Slavitica
Publisher
SA Industry
Release Date
Nov 24, 2016

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Price History

2026-06-100.48(lowest)
2026-06-090.48(lowest)

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What platforms is ArsonVille available on?

ArsonVille is available on PC, Mac, Linux.

When was ArsonVille released?

ArsonVille was released on 24 November 2016.

Who developed ArsonVille?

ArsonVille was developed by Slavitica and published by SA Industry.