FIELD NOTES
Hunter's guide
FieldHunters is a browser metal-detecting game on one shared field. You walk, you stop on a signal, you dig. Other hunters see the same spots. Whoever finishes the hole first keeps what is in it. That is the whole loop. Everything else — coils, coins, passes, chests — is how that loop feels.
You do not need to download anything. You need an account to dig, not to read. This page is the one-screen version. The field journal is the longer notes.
The Common Fields
There is one ground, not a ladder of maps. Everyone who signs in walks the same soil. A pass does not open a secret field — it lends a faster coil, more luck on each hole, a bigger bag, and it turns the adverts off. The dirt is the same dirt.
The field keeps regenerating. Holes close, new signals appear, the same hedge is worth walking again. You are not clearing a level. You are working a permission that other people are working at the same time. Treat it like that and the crowding makes sense. Treat it like a private loot map and you will be furious every time another hunter stands up first.
Signals and first to finish
A live signal is a hole anybody can claim. Several hunters can work it at once. Dig time comes from the coil in your hand: bronze takes fifty seconds, silver forty, gold twenty-five, mythic fifteen. If someone else stands up first, the artefact is theirs and the spot is empty. That is the whole race. There is no queue and no private instance to hide in.
Seeing a signal first is not the same as keeping it. A wide slow coil will show you holes you cannot finish. A narrow fast coil will keep the ones it finds. If a faster hunter sits down on your hole, leave. Spending a full bronze dig to lose a common spoon is how new hunters teach themselves to hate the field. Walking away is play.
Luck does not shorten the hole. Luck weights what is in it. Buy speed if you keep losing races. Buy luck if you keep winning them and still opening junk. Mixing those two up is how the shop takes money for the wrong complaint.
Artefacts, coins, bitcoin
Most holes give an artefact. You keep it in the collection, or you sell it to the Museum for coins. The Museum buys anything, instantly. Commons are pocket change; a legendary is a haul. Rarity is the whole price. There is no player market left — duplicates exist to be sold, unique pieces exist to be kept.
Coins buy coils by the hole, outfits, and curios. They are not cash and they do not withdraw. That is deliberate. Kit is kit.
Now and then a hole gives up a sealed chest. What is inside is real bitcoin, credited in dollars on your Treasures balance. We do not publish what a chest holds or when one drops. Only Treasures can leave the game, over Lightning, once the balance clears ten dollars and identity checks are approved. Money you put in through the shop never comes back out — it buys kit, it does not convert. The longer version of that split is Two purses.
Charges on a coil
A coil you buy is sold by the hole. Each finished dig spends one charge. When the stack hits zero you go back to the shop, or you wait on the free bronze that never runs out. A live pass lends its detector without a hole count, for as long as the pass runs. When the pass lapses, the lent coil goes with it. Coils you actually bought stay until they are spent.
Upgrading also buys a wider ear and a quieter field. Bronze hears two tiles out and sings at every cap. Mythic hears six and walks past most scrap. No coil will tell you an empty hole is empty. The ground is allowed to lie. More on that in A coil sold by the hole.
Free hunter, paid pass
Free play is the full game on the Common Fields. Adverts sit on the field for a free hunter, after a few holes, never over an open dig and never on the pages you read. A pass is silence plus kit. Nothing on the ground is locked behind a card.
Explorer lends silver. Archaeologist lends gold. Both add luck and bag space. Neither opens a door, because the field does not have one. If you are deciding whether to pay, read What a pass actually buys before you press the row. The honest version is smaller than a key and still worth money if you hate waiting.
A session, in order
Sign in. Walk. When the coil sings, look around. If the hole is empty of other hunters, start. If it is not, count whether you can finish first. Dig. Keep the piece or sell it. Repeat until the bronze feels slow, then look at the shop as impatience, not as a wall. Check Treasures on the hunter page, not in the coin pile. If a chest opened, that is the number that can leave. The other number buys the next coil.