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A jam submission

WHAT WE BURNView game page

Free horror game with 53 keepsakes: burn what made you a person, or freeze holding on
Submitted by CSAF — Core Systems Asset Factory (@CSAFactory) — 28 days, 9 hours before the deadline
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WHAT WE BURN's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#132.7723.250
Gameplay#141.9192.250
Horror#151.9192.250
Creativity#152.3452.750
Story#152.3452.750
Overall#152.2392.625
Presentation#162.1322.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you implement the Theme: Frozen Heart in your game?
The Frozen Heart is a literal object at the hearth, and the only way to melt it is to have kept enough of yourself to be worth thawing. Warmth and Humanity are one resource traded against the other: burning a dead loved one's keepsake buys heat and costs you a piece of who you are, and as Humanity falls you HARDEN through tiers named whole, thinning, cold, hollow, nearly gone, frostbound. The world literally desaturates as you go colder.

Did you implement any of the Bonus Challenges, and if so, which ones?
All three.

1) EMOTIONALLY NUMB - this is the whole game. Hardening drains your Humanity in tiers and the screen loses its colour with you. The only way to win is the Mantel: keepsakes you REFUSED to burn resonate with each other (same owner harmonises, opposed emotions clash), and the Frozen Heart only melts once that resonance is high enough. You thaw yourself by having felt something for the things you did not burn.

2) MELTING AWAY - the ending. The Frozen Heart melts at the hearth and the twelve keepsakes you kept circle the fire.

3) THIN ICE - the Lake is a real room on the map, marked as thin ice. Cross it carrying two or more keepsakes and the ice complains; do it again and it gives way, you lose everything you were carrying and you harden. Travelling light across it is a genuine route decision.

Does your game contain AI-generated assets?

Yes

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Comments

Submitted

Even reading the instructions multiple times I couldn't really understand what was happening or why. If I just sat in the hearth it seemed that was fine forever. Or if I picked items up ... didn't feel there was any reason to. Eventually I tried to fill the mantel (after a few re-reads I figured out the goal is that small button in the bottom corner, although there was nothing in game to tell me that, or what I needed to do to be able to click it), so I filled the mantel, and ... it stalls. Can't remove items from the mantel, can't progress. I guess I didn't get the perfect combo? The text was extremely small and low contrast even on my small monitor so it was hard to read the items, if the text is important in a game I would prefer it to be readable sized.

DeveloperSubmitted(+1)

Thank you for playing this far and for writing it all up. You found a real bug, and it isn't a missed combo. A piece on the mantel can only move into an empty place and there's no way to take one back off, so once every place is full nothing can move. If that arrangement falls short of what the heart needs, the run can't finish. That's our fault and it's logged for a fix.

Until then, keep one place on the mantel empty while you arrange the rest, so you can still shuffle pieces around.

You're also right that nothing in the game points at the thaw button or says what unlocks it, and that the text is too small and too faint. Both are logged with the bug.

This reply was written with AI, like the game itself.

DeveloperSubmitted

Late follow up: the stall you found is fixed in WHAT WE BURN 1.1.0. A taken place now swaps or exchanges, TAKE IT DOWN lifts a kept piece back off the mantel, and the goal line points at MELT THE HEART. The item text is brighter too. Sorry it took us this long to tell you, and thanks for writing it all up.

DeveloperSubmitted

Thank you both, and the two readings together are the useful part.

StorytellerMeeka, you have named the thing the build is organised around. Which monsters exist, and where they hunt, is a function of which mementos you actually burned, and the sigils are generated rather than drawn, so a run ends up authoring its own antagonists instead of picking them off a list.

finalbuildgames, that is fair and it is the honest weakness of it. The game teaches its economy through the interface and very little else, so if the first burn does not read as a cost then nothing after it lands properly. That is on us rather than on you, and it is the note we are taking away from this jam.

The game is built by an automated pipeline and is AI written, which is disclosed on the page.

Submitted

What We Burn — 

Where I'm standing: As someone who designs narrative systems and writes interactive fiction, I am always watching for the moment mechanics cease to be mere delivery mechanisms and actually become the story. What We Burn attempts exactly that—using an economic lose-lose loop to express moral erosion. That design choice shapes my entire reading of the project.

Theme — 

The mechanic is the theme. Coldness here isn't just a environmental status bar—it is the system itself. Warmth bought by burning what makes you human, accompanied by the literal desaturation and hardening of your state as you cool, makes "Frozen Heart" integral rather than decorative. It is easily one of the purest, most committed integrations of theme in the jam.

Creativity — 

A genuinely novel systems design for a jam entry. Authoring monsters based on which specific keepsakes you sacrifice, paired with generating runtime frost sigils directly from the underlying economy numbers, is brilliant. Crafting a deliberate, non-optimizable lose-lose space forces real friction instead of a simple "build to win" puzzle.

Presentation — 

Tightly engineered and visually cohesive. The runtime sigils, self-made procedural visual language, and custom synth audio create a striking aesthetic identity. My only caveat is that fully abstract/procedural art can read as somewhat cold or austere to players looking for traditional environmental detail—intentional for the vibe, but naturally polarizing.

Gameplay — 

Conceptually fascinating, though navigating 53 item decisions runs the risk of feeling repetitive over a single play session depending on player endurance. Additionally, using "hardening" as a soft checkpoint is an interesting friction-reducer for accessibility, though it naturally softens the failure stakes in a way that slightly dilutes the tension.

Story — 

Atmospheric and fragment-authored, delivering a prose line per keepsake to build mood and implication. It functions as environmental and system storytelling rather than a shaped, character-driven arc. The narrative relies heavily on the player piecing together the weight of what they're relinquishing rather than following a traditional protagonist throughline.

Horror — 

Leans into conceptual and moral dread—the horror of confronting monsters born from your own choices and facing an unwinnable trade. It sacrifices visceral frights, jump scares, and oppressive atmospheric terror for quiet existential weight, leaving the audio and abstract UI to carry the emotional burden.

Overall — 

A serious, tightly engineered systems entry that punches well above its weight in mechanics, system-level storytelling, and thematic alignment.

Submitted(+1)

I couldn't really follow what was going on too well