Traversing Hell: A Deep Dive Into “A Lovely Way to Burn” and Its Fiery Freedom of Movement
- NFD NEWS
- Jul 27
- 3 min read
From hellhound mounts to ember-lit dashes through fire-scorched villages, A Lovely Way to Burn continues to establish itself as one of the most unique indie action games in development. In the latest traversal showcase and developer diary, we got a raw look at how movement in hell isn’t just functional—it’s deeply personal.

🐺 Gamora: More Than a Mount
The highlight of the video is undoubtedly Lucy Morningstar riding Gamora, her massive hellhound companion. Gamora isn’t just a vehicle—she’s a character with presence. The animation work reflects weight and power, but what’s truly impressive is how seamless the traversal feels.
Gamora can leap through broken terrain, dash through flame-strewn ruins, and howl to clear corrupted fog, adding a magical, beastly layer to movement. Lucy can mount and dismount in motion, which allows for fluid combos that carry over from combat into exploration.
The dev diary confirms that Gamora (and later, Sodom) can interact with the environment, helping sniff out secrets, unlock shortcuts, and even participate in puzzle sequences. One memorable moment from the video shows Gamora skidding through ash while fire trails off her paws—dynamic and cinematic, but fully player-controlled.
“Traversal needed to feel like rebellion. You're not sneaking through Hell—you’re charging through it,” says the developer.

🌫️ Ember Dash & Hellsmoke Mechanics
Lucy’s traversal isn’t limited to mounts. Her Hellsmoke dash lets her phase short distances through solid matter, fire, or enemy swarms. This ability, originally designed as a combat escape tool, is now integral to platforming and environmental puzzles. The video demonstrates her dashing through flaming debris while ambient whispers echo around her—selling both atmosphere and utility.
The Ember Dash is an upgraded traversal option introduced later in the game. It combines speed, damage, and style, leaving a streak of glowing ash behind Lucy as she barrels across bridges and collapsing platforms.

🌍 World Design That Encourages Movement
The level shown in the footage—Brimstone Dunes—features wide-open deadlands and narrow corridors alike, giving the traversal systems room to breathe. One cliffside chase sequence has Lucy fleeing from molten creatures while using chained dashes, timed jumps, and a wall-run-style maneuver over a crumbling bridge. It’s clear the game is built to reward players who master movement and flow, not just combat.

The environment tells a story too: shattered statues of gods, scorched prayer altars, and flame-cracked ruins hint at a once-thriving world devoured by wrath. And with no mini-map or quest markers cluttering the HUD, navigation is organic, relying on hellhound cues, whispers from the damned, and visual landmarks.
🎥 Cinematic Style Meets Player Control
The dev diary highlights a major goal: cinematic movement without sacrificing input responsiveness. There’s no overreliance on cutscenes or auto-parkour. Every leap, slide, and smoke-dash is driven by the player. The camera follows tightly during mounted sprints, then pulls wide in platforming zones to showcase scope and elevation.
“We wanted players to feel like they were breaking through Hell itself—not just walking through a level,” the developer notes.
The tone throughout the dev diary feels both passionate and raw. It’s the voice of a creator who knows exactly the story they want to tell—and the kind of fluid, expressive gameplay that story demands.

🧩 What Comes Next
According to the final moments of the diary, traversal is still expanding. The team is working on:
A chain-swinging mechanic in the catacombs
Environmental reactions tied to Lucy’s growing demonic powers
Mount-specific traversal upgrades for both Gamora and Sodom
There are even whispers of “a secret ability tied to the Devil’s gaze”—a feature that could radically alter how you traverse the final acts of the game.
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