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

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

Fire Field · published 13 Aug 2026, 10:58 UTC

All newsPlayers around this dateRead on Steam

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 saved as real files. It will not be damaged even if the power is cut off during writing. Even if it is broken, it will automatically return to the previous state. At the same time, we have blocked all paths through which saves could be lost.

When you load it, it always starts in town. The town portal stone will take over the depth you were diving to, so you can return to that floor by stepping on the stone.

New store page


Replaced with new trailer and screenshots. You can see what Fire Field looks like now.

About future updates


The next update will bring a new character class, new spells, and new dungeon levels below floor 5.
After that we will add a skill tree, new skills, summons, and a new mercenary system, one at a time.
Thank you for waiting.

Below are minor changes

New enemy


Cave spiders, 4 types of golems (plague, copper, bronze, and shadow), and rock-throwing health spawns have been added.

Atmosphere of each location


Town - From a moonlit night to a cloudy sky with thick clouds. Cloud shadows flow on the ground, mist creeps, and grass sways in the wind.
B1F - Now a cathedral. The background music is replaced, the floor is made of stone tiles, more rubble is added, and streaks of light flow in time with the camera.
2nd basement floor - In the cathedral. A corpse and a gravekeeper's nest await. Dirt and charred floors, cold gray air.
3rd basement floor - Completely rebuilt. Mist crawling on the ground, glowing spores, and cave walls that are 1.5 times taller. The brightness is set so that you can clearly see the enemy.
4th basement floor - On the dry, darkest floor. The background music has been replaced, more torches have been added, and spider webs have spread across the floor of the hall.
Fifth floor underground - A cliff and flowing clouds are placed in the distance. The scaffolding stretches thickly downward, giving the impression that it is floating in a high place. Decorations have also increased significantly.
1st and 2nd basement floors - The black bands that appeared behind the walls and the floating floor have disappeared. Doors also appear on the east-west passages.

Battle and equipment


・The potion now recovers slowly (can be stacked). Only Elixir remains instant.
-The quality of the equipment you can pick up is now determined only by the depth you dive. You will find a long sword on the 2nd basement floor, a set of chain mail on the 4th basement floor, and a great sword on the 5th basement floor.
・Melee blows change depending on the type of weapon. A dagger is fast and light, a great sword is slow and heavy.
- Adjusted the percentage of strengthened enemies (elites) appearing on each floor. The deeper it gets, the more it increases.
・The gold dropped by enemies is now multiplied by the floor multiplier.
・Blue (magic) equipment will appear from the first basement floor.
-Increased the inventory of the magic shop so that When you reach a new floor, the assortment changes on the spot
・Fixed an issue where unidentified weapons were producing damage equal to the amount of damage applied. The meaning has returned to the appraisal scroll.
・Fixed an issue where you could recover unlimitedly by repeatedly hitting potions from your inventory.
・Fixed an issue where the altar's "Attack +10/Defense +10" didn't actually do anything.

Sound


Reworked weapon sounds. The sound changes depending on the type of weapon and the opponent it hits (flesh, bone, iron). We have also prepared special sounds for bare hands.
Enemy nameplates will now be displayed, and a skull warning will be displayed for higher ranked enemies. A notice will be displayed for the boss's big move.

Story


The opening text has been completely rewritten and the English narration has been rerecorded with a new voice. I have also rewritten the text on the lectern "Traces of Rains". The main character's motivation for going underground has changed.

Other fixes


-Fixed all the bugs that made it impossible to progress.
・Fixed display problems such as Arabic letters not connecting and vowel symbols separating in Indian languages.
・Completely inspected translations for 95 languages
-Fixed an issue where the grass and trees in the town were not shaking at all
- Corrected errors in hit detection such as objects passing through even though there was a picture, or colliding in an empty place.
-Fixed an issue where only up to 6 characters were listed.
・Fixed an issue where freezing and spider webs were not released even after death, and the player could not move immediately after being revived.
・Fixed an issue where you could get stuck in the hit detection.
-Fixed an issue where defeating a boss was not recorded and the quest was not completed
・Fixed an issue where the attack power on the status screen was inconsistent with the actual value.
・Fixed an issue where enemies would slide towards you during attack motions.
-Fixed an issue where characters were protruding from the screen in long languages.
・The note for "Quest Items" that was only available in the English version has been made available in all languages.

Thank you so much for walking with me this far.
If you have any concerns or parts that were difficult to play, please let us know at any time.

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