Guides

Volcanic Hazards in Into the Fire

The island is the other player. Learn its tells before you greed for one more house.

Last updated:

Volcanic Hazards

Every Into the Fire expedition is a negotiation with a volcano that does not script its tantrums as cutscenes. Store copy lists pyroclastic-looking flows, ash, lava, earthquakes, collapsing structures, gas, acid rain, and supernatural fire entities. Playtests then put numbers on some of those: bomb warnings, earthquake durations, skull ratings. This page is the field manual. It does not replace extraction; it explains why your perfect route became a chimney.

Starward has been unusually open about retuning tells. If you watched an old VOD and walked into a quake with no HUD, you were playing a ruder build. Current notes emphasise louder SFX, radio callouts, and better warnings. Use them.

Lava and fire spread

Fire is a system. Previews describe temperature rising and paths disappearing the longer you stay. Water tools from the weapons guide open human-scale flames. They do not freeze a lava tongue. When the street is a molten river, you need elevation, sleds, ropes, or the honesty to turn around. Official gadgets include lava-navigation toys and fireproof shields inspired by real volcanologists — rank those on the gadgets list.

A note on language: an early short called a glowing river a pyroclastic flow; the studio replied that the shot was lava. This wiki will say lava when the footage is a liquid river, and will say ash storm or blast when the sky goes grey. The gameplay meaning is the same: if it is on the ground and glowing, do not sprint the controls roll through it as a joke.

Volcanic bombs

Playtest patch language treats volcanic bombs as a first-class hazard with HUD, SFX, and radio. When the tell hits, stop digging ash. Drop a non-critical carry only if the animation is faster than eating the stun. Bombs are why you scout a roof or a ditch on the way in, not during the warning. They are also why greed for “one more house” fails: the house is the aiming point.

Earthquakes

One December summary cut earthquake duration from 420 seconds to 300 seconds and improved warnings. Three hundred seconds is still a long time to be on a plank with a person in your arms. During a quake:

  • Get off thin structures.
  • Do not start a new breach.
  • Watch interiors for new collapses — that is how routes rewrite themselves.
  • Accept that the RV timer and the quake timer are now in a duel. Extraction tells you which one wins: the vehicle.

Ash, gas, acid, anomalies

Store and interview lists add ash storms, gas leaks, acid rain, and “environmental anomalies” tied to whatever is under the island. Pack:

  • Blowers and life-sign detectors for ash (people underneath, not souvenirs at minute 20).
  • Shields and filters if your build has them for acid and gas.
  • Patience. Anomalies are the myth layer leaking into the physics layer. If the street starts behaving like a ritual, you are not missing a keybind. You are in the story. Track that on the roadmap as more of those beats land in Early Access.

Fire spirits and other entities

Trailers show jellyfish-like fire spirits and talk about volcanic demons. Tools are tuned to suppress them. Do not turn them into an arena fight while a named survivor is ticking. The weapons page covers pistol versus shotgun versus launcher. This page’s rule is simpler: a spirit is a door that bites. Open it, pass, close it behind you with a burst if it follows, then run the RV.

Skulls, threat, and why camp is a hazard too

Playtests grade districts with skulls and tick a threat value every day even if you never leave camp. Three-skull Crimson Pass mixes several of the above at once. That is not a beginner playlist. Climb skulls after you can extract on one-skull New Sindra with tank remaining. Remember that a high camp threat is also a hazard: the volcano answers a growing settlement. Camp hub is part of this manual.

Tells you should never mute

  • Radio callouts
  • HUD bomb/quake banners
  • Fire audio changing pitch as a corridor seals
  • Temperature or warning metres if your build shows them
  • The RV voice. If it is talking, hazards just became secondary

Starward keeps adding these because testers asked to see death coming. Turning them off to make a cinematic clip is how you donate an axe to the island.

Drill

  1. Walk a district until the first bomb tell, then extract immediately. Learn the sound.
  2. Sit a quake out in a sturdy interior once, then never sit one out on a plank.
  3. Extinguish a spirit only until the path exists.
  4. On a later run, ignore a tell on purpose in a cheap district so you respect it on Crimson Pass.

Hazards are the reason Into the Fire can stay single-player and still feel like it has an opponent. Learn the opponent’s voice. The playtest notes will keep listing the number changes; this page will keep listing the verbs.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Can I put out lava with the extinguisher?

Treat lava as terrain, not as a flame wall. Water tools open ordinary fire. Lava needs routing, elevation, or retreat.

Why did an old video miss the earthquake warning?

Starward buffed HUD, SFX, and radio tells after early tests. Trust your current build's warnings.

Are fire spirits bosses?

They are blockers and pressure. Farm them and you fail extraction.

Does staying in camp avoid hazards?

It avoids bombs. It does not avoid the threat meter. The island still escalates. See camp.