What is VULKARA — Detonate every charge without shattering a single crystal
VULKARA is a demolition puzzle in which the only real question is what order to blow things up in. Each sector is a grid of charges, crystals and rock. You have a small number of sparks — one per manual detonation — and every charge you set off fires beams in four directions, with a number on it telling you how far each beam reaches. A beam that hits another charge detonates it too, and chained detonations cost nothing. A beam that hits a crystal ends the sector.
On top of that sits a clock made of terrain. Every detonation feeds the ember veins, which creep outwards a little further each time; if a vein reaches a crystal, you lose the same way you lose to a stray beam. So the puzzle is not only which charges to fire but how few sparks you can spend, because each spark spent is another round of vein growth. Fifty sectors run from tutorials to fused charges that only accept beams from one side, and three protocols change the rules: Recruit gives a spare spark and a beam preview, Veteran gives the preview only, and Inferno gives neither.
How to play
- Click or tap an armed charge to detonate it. The number on a charge is how far its beams travel in each of the four directions, and beams are blocked by rock.
- Beams that hit other charges set them off for free. A chain reaction is the whole point: it clears the grid without spending sparks and without growing the veins any faster than one detonation would.
- Crystals must survive. A beam or an ember vein that touches a crystal ends the sector immediately, which makes the direction of every blast something to check before you commit.
- Fused charges only accept beams from the side their arrow points at. Rock blocks beams and can be used as a shield, and dormant charges wake only when something blasts them.
Strategies that work
- Work backwards from the last charge. Every sector has at least one charge that cannot be reached by any beam, and that one has to be a manual spark. Find those first, count them, and you know your minimum spark cost before you have fired anything.
- Three stars means using no more than PAR sparks, and two means PAR plus one. PAR is almost always exactly the number of unreachable charges, so if your plan needs more sparks than that, there is a chain you have not spotted rather than a harder sector.
- Check the four directions, not the one you care about. A charge with a reach of three fires three tiles up, down, left and right, and the beam that loses you the sector is almost never the one you were aiming. Trace all four before every manual detonation.
- Use rock as a shield deliberately. A crystal behind rock is safe from beams on that axis, which means a chain you had written off as too dangerous is often perfectly safe from one particular side. Rock also slows the ember veins, so a sector cleared slowly in a rocky corner can still be a sector cleared.
- On Inferno there is no beam preview, so count tiles with your finger. The reach number is exact and the grid is small; a habit of counting out loud is worth more than the preview ever was, and the protocol multiplier on the score is worth having.
A little history
Chain-reaction puzzles usually reward the biggest explosion. VULKARA makes the biggest explosion the thing most likely to kill you, and that inversion is what gives it its shape. Because chained detonations are free and manual ones are not, the optimal solution is always a long chain — but the longer the chain, the more beams are in the air, and every beam is a chance to hit a crystal. The ember veins add a second pressure that is unusual in a puzzle game: they mean a slow correct answer can still lose. Together those two rules turn each grid into a question of sequencing rather than of aim, which is the same question a real demolition engineer answers. In the daily challenge all fifty grids are generated from the day's date, so a sector that looks impossible is one everybody else is looking at too.
Frequently asked questions
What is PAR exactly?
The number of sparks the sector is designed to need. Finishing at PAR or under gives three stars, PAR plus one gives two. It is a target rather than a limit — you can finish with more sparks used and still clear the sector.
Do I lose progress when a sector fails?
No. Failed sectors can be retried immediately and your best score and stars for each sector are kept. Only the current attempt is lost.
Does it work on a phone?
Yes. The whole game is tapping charges on a grid that is sized for a narrow screen, and no part of it needs a keyboard or a right click.


