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Fire Field

— A Memory —

Do you remember the first time you played an online game?

Endless paths descending deeper underground. Days of adventure shared with companions. I was one of those players.

Getting PKed. Being tricked and losing my house to a scam. Frustrating, thrilling — every day was an adventure back then. Looking back now, all of it has become a fond memory.

I want to create a game that brings back those feelings.
It doesn't need to be flashy. Just that atmosphere, one more time.

あの気持ちをもう一度呼び起こすゲームを作りたい。
派手じゃなくていい。あの空気を、もう一度。

— The Incident —

1997, Ultima Online. The King of a Forgotten Realm — an unkillable ruler within the game — was killed by a single player named “Rainz” using a spell called Fire Field.

This game's story is built around that legendary incident in online gaming history.

The day the god burned

Why did Rainz kill the king? Was Rainz truly evil?
Find the answer for yourself.

なぜRainzは王を殺したのか。Rainzは本当に悪だったのか。
その答えを、自分の目で確かめてほしい。

The story takes place 1,000 years after the incident. Deep beneath the city, the king who should have died has been resurrected by an unknown power. You play as a descendant of Rainz, descending into the king's tomb to uncover the truth.

People die.

Good and evil are irrelevant.

A single person is powerless.

But a will — might outlast them all.

What lies here isn't hope. It's possibility.

— The Game —

Fire Field is an old-school ARPG stripped down to its essence. No bloated UI, no hand-holding — just you, the dungeon, and the flames. Inspired by the look and feel of 1990s ARPGs, built for the Windows 95 generation.

Fire Field gameplay

Kal Vas Flam — the fire consumes all

Controls are simple. You don't need fast reflexes or complex combos. Anyone can play. Every dungeon is procedurally generated by AI — no two descents are the same.

The full release is planned to feature 20 underground floors, with 3 difficulty tiers after clearing the game. Beyond that, an endless dungeon mode and online co-op / PVP are on the horizon — if the dream keeps growing.

— The Aesthetic —

In the 1990s, in the age of Windows 95, we sat in dark rooms lit only by the glow of a CRT monitor and descended into dungeons. The grainy pixels, the oppressive darkness — that was what made it terrifying.

FireField deliberately abandons modern high-resolution polish to recreate the atmosphere of that era. This isn't a limitation — it's a choice. Every rough edge, every shadow is there to bring back the tension of the 1990s.

— The Developer —

I'm not a game developer. I'm not an engineer.

I'm just an ordinary person working a completely unrelated job, living a quiet life on a modest income — pouring every spare moment into making this game.

What pushed me to seriously pursue this was a game called “CODEX MORTIS” by GROLAF. Someone who wasn't a developer or an engineer had built a game with the power of AI. Seeing that, I thought:

Maybe I can do this too.

自分にもできるかもしれない。

It was time to finally take on the dream I'd had for years.

This game is being built with the help of AI — but the vision, direction, and every decision behind it are my own. Every asset and animation was sourced and assembled by AI. Every line of game logic was written by AI. I started on February 7, 2026. I have never written a single line of code. All I did was give AI instructions — and refuse to give up.

I still have a lot to learn on the technical side.
But when it comes to the patience, passion, and determination to see this game through to the end — I'm second to none.

技術面ではまだまだ学ぶことがたくさんある。
でも、このゲームを最後まで作り上げる忍耐力と情熱と覚悟なら — 誰にも負けない。

— Support —

Current goal: Playable Steam demo in 2026.

Your support helps me spend less time at my day job and more time building this game — whether it goes toward asset licenses, sound/music, or simply keeping the lights on while I develop.

Any support would truly mean the world to me. I post daily progress updates on X — feel free to follow along.

Thank you so much for reading this far.

ここまで読んでいただき、本当にありがとうございます。

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