Stay Unseen
Every Bonehead patrol sweeps a cone of vision ahead of it, and Slimers sense heat and ripples. Watch the cones. Move when backs turn. Shadows, rooftops, and flood channels are your roads — the open street belongs to the enemy.
Classified — Rebellion Eyes Only
Everything a hero needs to know before crossing the line into occupied Fire World. Read it twice. The patrols won't wait for a third read.
Mission 1 — Live Now
One hero goes in. Sneak the occupied Caldera outpost, free the three caged Water Babys, sabotage the Slime Pump, and slip back out unseen — in full 3D, with all twelve heroes on the roster.
The full 3D game (about 40 MB) loads right here in your browser — the first load is fastest on Wi-Fi. Nothing to install, nothing to buy.
The Invasion of Fire World
The homeland is Fire World — mountains of living ember, rivers of bright water, and at its heart the great Caldera, where the first Fire Babys were born and where the Water Babys of the deep lakes have always been family. It is home. It is worth every risk.
The Underworld struck from below. Jealous of the light on the surface, it tore open the tunnels under the Caldera and poured its army up through the cracks. First came the Slimers — blobs of living oil that ooze through streets and swallow everything bright. Then the Bonehead crew marched in behind them, locking captured homelanders in their own storerooms and raising the Underworld's banner over the Caldera.
The Rebellion answers quietly. An army can't retake streets that the Slimers have slicked — but one hero can slip through them. Lord Inferno and Lord Tidal hand-picked twelve heroes of fire and water. Your job: infiltrate the occupied districts, free the captured, shut down the Slime Gates feeding the invasion, and get out unseen — mission by mission, street by street, until Fire World is free again.
Field Manual
Rebellion is a stealth action-adventure. Brains first, bravery always — here's the craft every hero trains in.
Every Bonehead patrol sweeps a cone of vision ahead of it, and Slimers sense heat and ripples. Watch the cones. Move when backs turn. Shadows, rooftops, and flood channels are your roads — the open street belongs to the enemy.
At home, a hero is a round ball of living fire or water. The moment a hero kits up in tactical gear, the transformation takes hold: the ball unfolds into a sleek, athletic humanoid of living element — flame or water hair streaming, eyes glowing, ready for anything. Gear isn't a costume. It's the call to duty made visible.
Captured Fire Babys and Water Babys are locked up across every occupied district. Pick the locks, calm the nerves, and guide your people to extraction. A mission only counts when everybody gets home.
The Slime Gates are the invasion's supply line — tear them down and the Slimers stop coming. And when a Slimer blocks your path, remember the first rule of the Rebellion: smother it with ash and earth. Never spray it with water — water only spreads the oil.
Hero Select — Preview
This is the roster waiting in the war room — the same twelve heroes you pick from in the game above. Filter by element to meet each team.
Showing 12 of 12 heroes
Star crown
First in, last out — Blaze opens every breach in the Caldera wall.
Black bandana
If a patrol never saw him, Ruko already passed it an hour ago.
Rock plates
A living wall of rock and flame standing between the team and trouble.
Archer of the rooftops
Watches from above and ends every ambush before it can start.
Blue and purple flame tips
Creeps inside Underworld machines and melts their cores to slag.
Commander of the Rebellion
Reads the whole battlefield like a map he has already won.
Star crown
Rides the flood channels straight into the enemy's blind side.
Bandana and droplet
Quiet as rain on a roof — and gone before the drip lands.
Ice-rock armor
Raises bulwarks of ice that stop a Bonehead charge cold.
Archer of the mist
Looses arrows out of the fog that find every single mark.
Splash crown
Floats captured homelanders home inside unbreakable rescue bubbles.
Commander of the deep
Commands the tides and the rescue fleet from the deep war room.
Modes
Phase 1 — Mission 1
The campaign the way it was planned in the Caldera war room: pick one of the twelve heroes, infiltrate occupied Fire World, and work the districts one mission at a time — rescues, sabotage, and escapes that free the homeland street by street.
Full story campaign, hero by hero, at your own pace.
Phase 2 — Roadmap
The same missions, run with a partner anywhere in the world: split the patrols, cover each other's rescues, and pull off two-hero plays no solo hero could manage.
Honest status: co-op is designed into Rebellion from day one and arrives in Phase 2. It is not live yet, and this page won't pretend otherwise.
War Room Board
The first infiltration of occupied Fire World: one hero, one district, the first Slime Pump. Live now — play it at the top of this page.
Squad play opens up — partner missions with players around the world, built on the same maps and patrols.
New districts, deeper tunnels, and the road to the Caldera itself — until the homeland's flag flies again.