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Fire Field

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Fire Field screenshot 1
トレーラー trailerWatch trailer on Steam ↗

Fire Field

Robe of Fire · Published by Robe of Fire · Official site ↗

Mostly Positive — 79% positive (39 reviews) · 100 achievements

Last updated 28 Sept 2026

AI-built 90s retro ARPG — tribute to Diablo 1 and Ultima Online. Set against the 1997 Rainz incident. Shifting dungeons, 100k+ gear combos, atmospheric crawler. No GPU, 95 languages. AI is at a turning point — see for yourself what an AI-made game looks like.

Early AccessDJCTQ 101 DLC available ↗Full Controller Support

£9.09

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £9.09 · Highest: £9.093 Oct 2026

Action, Indie, RPG, Early Access · 2026 · More £5 - £15 games

About this game

■ About development

A solo development work by a 45-year-old with no programming experience who wrote approximately 120,000 lines of code and 100 achievements in 3 months using only AI.

The only development partner is Anthropic's AI agent "Claude Code." I don't use Unity or Unreal, I created my own custom engine and map editor. There is not a single line of code or specifications written by humans. All 100 Steam achievements are automatically generated by AI.

Subtitles are available in 95 languages ​​and full audio dubbing is available in 70 languages. All translation, dubbing, and quality checks are performed using AI.

■ Story

1997.

A great king was killed by a flame called the Fire Field.

Rainz killed the king.

The world hated him.

However, on the other hand, there were a small number of people who worshiped him as a savior.

As one of the "people of Rainz," you step into the cemetery in the north where the king is buried.

No one who goes down to the basement of the cemetery ever returns.

Is the truth of the king sleeping there? Rainz's sin? Or is it an inherited curse?

Fire Field is a dark fantasy action RPG that takes you deep underground.

■ What you can currently play

In the current version, you can explore up to the 5th floor underground.

Enemies become stronger each time you go down a floor, and a boss awaits you at the deepest level.

Your goal is to equip yourself in the city, advance underground one layer at a time, and survive as you dive deeper.

■ Features

・Dungeon exploration gets more and more tense as you go underground

・Underground structure that changes every time you explore

・More than 100,000 equipment variations, hack and slash elements

・Item system that gives different abilities to each piece of equipment

・Customization and appearance changes for each equipment part

・A system where you become a ghost when you die and wander through the reverberations that remain underground.

・A fragmented story about Rainz, the King, and the Fire Field.

・Rough and cold visual expression with the atmosphere of the 90s in mind

・Battle with the boss waiting in the depths

■ Supported languages

・Subtitles: Supports 95 languages around the world (all translated by AI)

・Audio: Supports full dubbing in 70 languages (all generated by AI)

・Supported platform: Windows

■ About Early Access

Through Early Access, Fire Field aims to further expand its underworld, enemies, and story.

This work is currently being developed primarily as a single-player experience.

As part of our future roadmap, we are planning to implement Steam Deck compatibility, a Mac version, and online co-op play.

■ About Fire Field

Fire Field is a work based on the theme, "People disappear, but the cause remains."

The deeper you go underground, the more you gradually uncover what happened in the past and what the flames left behind.

This is still the beginning of the story. But the flames are already burning.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5 / AMD Ryzen 3
  • Memory: 8 GB RAM
  • Graphics: WebGL 2.0対応GPU
  • Storage: 2 GB available space
  • Sound Card: DirectX compatible

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 11
  • Processor: Intel Core i7 / AMD Ryzen 5
  • Memory: 16 GB RAM
  • Graphics: WebGL 2.0対応GPU
  • Storage: 2 GB available space
  • Sound Card: DirectX compatible

Supported Languages

English*, French*, Italian*, German*, Spanish - Spain*, Indonesian*, Ukrainian*, Dutch*, Greek*, Swedish*, Spanish - Latin America*, Thai*, Czech*, Danish*, Turkish*, Norwegian*, Hungarian*, Finnish*, Bulgarian*, Vietnamese*, Portuguese - Brazil*, Portuguese - Portugal*, Polish*, Romanian*, Russian*, Simplified Chinese*, Traditional Chinese*, Japanese*, Korean*, Icelandic*, Irish*, Azerbaijani*, Assamese, Afrikaans*, Amharic*, Albanian*, Armenian*, Igbo, Welsh*, Wolof, Uzbek*, Estonian*, Odia, Kazakh*, Catalan*, Kannada*, Galician*, K'iche', Kyrgyz, Khmer*, Croatian*, Gujarati*, Quechua, Xhosa, Konkani, Sinhala*, Georgian*, Scots, Slovak*, Slovenian*, Swahili*, Zulu*, Serbian*, Sotho, Tajik, Tatar, Tamil*, Dari, Cherokee, Tswana, Tigrinya, Telugu*, Turkmen, Nepali*, Hausa, Basque*, Valencian, Punjabi (Gurmukhi)*, Punjabi (Shahmukhi), Hindi*, Filipino*, Belarusian, Bangla*, Bosnian*, Maori, Macedonian*, Malayalam*, Marathi*, Maltese*, Malay*, Mongolian*, Yoruba, Latvian*, Lithuanian*, Luxembourgish, Kinyarwanda
*languages with full audio support

Latest news

  • Patch NotesOfficial

    v1.9.1 Hotfix - Poison Stacking Bug Fixed

    Hi, this is Robe of Fire. A player reported that poison felt far too strong. I looked into it, and it was a bug. This is a hotfix for that. Poison was stacking Every time you got poisoned, the effect stacked up to 3 times, reaching 9 damage per second. On top of that, poison ignores both armor and Mana Shield. The spiders on dungeon level 3 bite faster than any other enemy, so with three of them around you, poison hit the maximum in 1.5 seconds and potions could not keep up. That was never the intended behavior. From this patch, poison no longer stacks. No matter how many times you are bitten, it stays at 3 per second and only the duration is refreshed. This applies to antlions, spiders, gas traps, and bleeding from slash waves alike. If you saved while poisoned before this fix, the effect is reduced to a single stack when you load. The map has been rebuilt (M key / MAP button) Instead of white lines, the map now shows walls, doors, and stairs as miniature versions of the real thing, in their real colors. Only explored areas are shown. The town map works the same way. A MAP button was added to the HUD, and the N key full-screen map has been merged into M. Thank you to the player who reported this. If anything feels off, please keep letting me know.
    Read full article on Community Announcements (omisosiru)
  • Patch NotesOfficial

    v1.9.0 Update — Dash, Weightier Hits, and a Full Balance Pass

    Hello, this is Robe of Fire. This update rebuilds how the game feels to play. Dash and stamina, the impact of your hits, the weight of movement, and the numbers behind enemies and gear have all been reworked from the ground up. Dash and Stamina Added (Space key) You dart a short distance in the direction you are facing. Walls still stop you, but you can pass through enemy bodies, so it works as an escape when you get surrounded. Maximum stamina grows with Dexterity (DEX), and a single dash costs half of it. Dashing repeatedly leaves a short gap during which stamina does not regenerate. An amber stamina bar sits above the belt. Rebuilt the Feel of Landing a Hit On impact the picture freezes for an instant, the enemy flashes white and is shoved in the direction of the blow. There is now a beat between the wind-up and the hit, so the swing and the connect are separated in the audio too. Criticals make the number bounce larger, with their own sound and a small screen shake. An enemy you finish off always falls away from you, and is blown back hard if the damage is more than twice its remaining HP. Nearby enemies of the same kind freeze in place for a moment. A missed attack is no longer nothing at all. A graze lands for 40% damage, and a whiff sound plays. Accuracy keeps every bit of its value. Gave Movement Some Weight You slide to a stop for a very short moment, but only when you release the key. Starting to move and changing direction are still instant. Your footstep speed now matches your actual movement speed, and the walk animation stays connected when you turn. A next attack pressed during an attack is remembered briefly and swings the moment your hands are free. Skills can be queued the same way. A Full Balance Pass Base movement speed is now 1.3x, and enemies were sped up by the same ratio. The chase between you and them plays out as before. Enemy health and attack power on floors B1 through B5 were rebuilt from first principles, role by role. Enemies that come...
    Read full article on Community Announcements (omisosiru)
  • Patch NotesOfficial

    Update v1.8.0 - A new boss on dungeon level 4, the in-game map, and a rebuilt world

    Hello, this is Robe of Fire. This time, it is a major update that completely rebuilt everything from the first basement floor to the fifth floor. It includes a new mid-boss, an automap, a complete light overhaul, and a save rework. A mid-boss will appear on the 4th basement floor A giant spider Threnn Eight-Eyes waits in the center of a rotunda 33 squares across. Spits spider webs from a distance, and if you get hit, you won't be able to move at all for 5 seconds. And this opponent is not designed to be defeated by punching. There are three pillars in the hall, and if you light them all, the rocks on the ceiling will fall. Repeat this and scrape it off. We have remade the way we see the world Completely revamped lighting. The light from the torch has changed from white to the color of flame, the area it reaches has doubled, and the rings and stripes that appeared on the edge of the light have disappeared. In addition, the screen that was too dark has been made brighter, and you can now see the outlines of stairs, rooms, barrels, and tombstones even outside of the torch. The internal resolution of the screen has been doubled, which eliminates blurring when changing brightness settings. Screen roughness (film grain) has been completely eliminated. The bar at the bottom of the screen has also been remade. HP and MP shake like liquid and ripple when hit. The numbers are now displayed all the time, and the potion belt now has 8 slots in a horizontal row. Added automap (M key) Applicable to all floors. While you are in town, you will be switched to the "town map" and your name will be displayed at the entrances of shops, elders, healers, storage rooms, and dungeons. The previous full screen map has been moved to the N key. Reworked death and save You now have two choices when you die. Return to town or continue as a ghost? No matter which option you choose, the contents of your bag and potion belt will fall on the spot, but you will not lose your equipment. Saves are now ...
    Read full article on Community Announcements (omisosiru)
  • Patch NotesOfficial

    A Major Update Is in Development

    Hi everyone, this is Robe of Fire. I'm currently working on a major update for Fire Field. Up to now, I've been stacking up small fixes one by one based on your feedback. From here, I'm taking the time to push the game itself forward in a big way. This isn't minor tuning — it's the biggest update yet, aimed at raising both the volume of content and the depth of play. Because I want to build it properly, the next release may take a little longer than usual. There might be a quieter stretch between updates — but development has not stopped. Please think of it as me focusing hard to bring you something better. (One personal note: after three months of running non-stop, I took some time to rest and recover. I'm fully back now and giving the work everything. No worries!) Thank you for walking through Early Access with me this far. Your voices are at the heart of this update. Stay tuned — more news soon.
    Read full article on Community Announcements (omisosiru)
  • Patch NotesOfficial

    v1.7.1 update: Switch click movement/WASD movement from main screen, in-game feedback, help function

    🆕 New features ・ Support for click movement : You can now move the character by clicking the mouse. You can switch between click movement and WASD movement at any time using the toggle on the top right of the main screen. You can also go down the stairs by clicking. ・In-game feedback: You can now send feedback directly from the game by clicking the "Feedback" button in the upper right corner. A short survey will open. ・Added help function: You can check operation instructions and game information at any time within the game. 🙏 Thank you for playing and feedback!
    Read full article on Community Announcements (omisosiru)

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