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Remedy Celebrates 30th Anniversary

For the studio's 30th anniversary, Remedy has arranged a series celebrations from new merchandise to upcoming dev livestreams.

Community Spotlight: Yasmin's Stunning Freya Concepts

In our latest Community Spotlight, we look at Yasmin's incredible in-depth work exploring one of Alan Wake 2's most mysterious characters, Freya Anderson. .

Remedy x iam8bit 30th Anniversary Collection

The Remedy 30th Collection is now available for pre-order exclusively on iam8bit, featuring a range of items from Ashtray Max PJs to VHS tapes of Night Springs.

Year In Review [2024]

Before we settle into 2025, let's take a quick look back into the past twelve months, revisiting the milestones and events that took place at the studio and in the community.

A Conversation with Tiia Öhman

We recently spoke Tiia Öhman about working as a photographer on the Alan Wake 2 set. Her stunning work can be seen in-game, in marketing, and on merchandise.

An Open Letter from Sam Lake / Alan Wake Remastered

Read Sam Lake's open letter announcing Alan Wake Remastered.

Our Conversation with Matthew Porretta, the Voice of Alan Wake

To celebrate the game's 10th anniversary, we sat down with Matthew Porretta, the incredible voice actor behind Alan Wake, to talk about his experiences and memories.


11th September 2025
Remedy Continues Control Livestream Tomorrow With Lucile Dolbeau & Ilmari Timonen

Tomorrow, Remedy will be continuing their Control adventures into the Panopticon, with Lucile Dolbeau (Senior QA Tester) and Ilmari Timonen (Senior Rigging Artist).

In case you missed it, the studio is celebrating their thirtieth anniversary by revisiting two fan-favourite titles in a special livestream series; Control and Alan Wake 2. Each week, the community team will be visited by special guests who have worked on the projects. There will be new faces from the production side and fresh stories from the team that built the adventures.

So far, they've stepped into the FBC with Juha Vainio (Executive Producer) and Miro Vesterinen (Lead Environment Artist), followed by a dip into Maintenance with Teemu Huhtiniemi (Principal Level Designer), and Victor Sermin (Build Engineer).

Each broadcast has been approximately three hours, with a giveaway featured at the mid-way point.

Make sure to set an alarm and tune into tomorrow's livestream at 12pm BST (11am UTC) with Lucile and Ilmari, broadcasting on both Twitch and YouTube! You don't want to miss it! 

10th September 2025
Exclusive: Five Questions with Remedy's Mikael Kasurinen, Markus Mäki and Vida Starcevic #RMD30

To celebrate their thirtieth anniversary, Remedy kindly reached out with the offer of a five question interview conducted through email. For our conversation, we stayed close to the cause of celebration; focusing on the studio's identity and evolution, though we couldn't help but also ask about certain projects.

While the topic was on the studio's past, present, future and games, specific areas such as Max Payne's development were naturally highly guarded; even just the approach to games now compared to twenty-five years ago. So, we did have to rethink that one. Maybe another time, though!

For our answers, we heard back from the wonderful Mikael Kasurinen (Creative Director), Markus Mäki (Chief Product Officer) and Vida Starčević (Senior Community Manager). A huge thank you to these three devs who took the time to answer our speak with us. You can check out what they had to say below...


The Sudden Stop: What in your experience has been Remedy's defining moment for its identity across the past thirty years, and was this something you felt would be a big milestone at the time?


Remedy: Max Payne is still a big part of our identity. To this day we get messages from fans who tell us that they played Max Payne 1 back in the early 2000s and admit that they were far too young to be playing it when they did. The game is still so widely recognized, to the point where even folks who have never picked up a video game in their life will know of it.

You could likely divide Remedy into different eras. There's the Max Payne era, the “innovator’s dilemma era” (getting to Alan Wake), the Quantum Break era when we were working very closely with Microsoft, and now we are in our independent growth era. Maybe a part of that era includes coming up with better names for our previous eras. Remedy: Taylor’s version? (Sorry.)


How do you maintain quality, that "Remedy magic," when these projects are getting larger and more complex, more of them are in development simultaneously, and the financial stakes are also higher?

Remedy: Going into it, we knew that a multiproject model – working on several games at different stages of development at the same time – would not be without its challenges. There were a lot of conversations and a lot of thought put into how to maintain the quality and our signature style - “magic”, if you like – across projects, and what we established works for us is a very robust preproduction phase. During this phase it’s crucial to know what kind of game we want to make, why, and how. The team needs to have an idea of the concept and scope of the game, and a game build that convincingly shows the core experience. Crucially, what preproduction is there for is making sure that all those processes that we have in place do not create pressure towards the team, but instead that the team is empowered to be as creative in their fields as they can.

Another important facet of maintaining the “Remedy magic” is that we are a studio filled with passionate people, in the sense that when we are at our best, everyone truly enjoys what they do. People will bring their all to a task, no matter how big, and that kind of attitude is infectious. An important foundation for a lot of our projects for a good number of years now has been our in-house engine Northlight, which has evolved and changed with every game. Our game design teams work closely with our engine team with the intent to always create something unique – that's what brought you bullet time, light mechanics in Alan Wake, and environmental destruction in Control.

Concept artwork by Leonardo Calamati, Principal Concept Artist on Control




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At this point, Remedy has built up quite a bit of experience with building on adventures with sequels. When beginning to enter the planning stage, what are the key things that are initially discussed when working on an established series?


Remedy: We want to look back and understand what worked and what didn’t work, and make sure we get input from the audience. At the end of the day, we always push for what we think is right, but it needs to be guided by our own learnings and the reception to the previous games. At the same time, we want to delight and surprise our audience, have unexpected elements.


The game we got is very different from what was being discussed a decade earlier. Can you shed a light on how the real-time passage of time influenced the form Alan Wake 2 ultimately took?

Remedy: That story is far too long to fit into one answer, and that’s why we put it in a book – Alan Wake: Design Works. (Pre-orders are open until 17th October!) 


What could the games industry learn from the studio?

Remedy: Even though we employ a lot of developers from across the globe, Remedy is at our core a Finnish studio, and Finns like to say that they are quite humble as a people. They would never presume to tell the rest of the industry how to behave. A Finn would probably be quite embarrassed to even answer this question, but we’ll try.

Something we pride ourselves on – and that we work a lot to improve – is our studio culture. Culture isn't decreed or fabricated, it is cultivated and grown. We want to build a place to last, a place that's nice to come to work every morning. Remedy’s culture has been evolving organically since the studio’s foundation in 1995. At the core of it is camaraderie between every Remedian, and that’s what everyone working here will tell you stands out when it comes to our studio. We try (the effort is never done!) to cultivate an environment in which everyone can have their voice heard and their expertise respected, and where mistakes are opportunities for growth.

Photograph taken 2001 in celebration of Max Payne, a game which paved the way for Remedy's signature style.


5th September 2025
Remedy Releases FBC: Firebreak 1.5.2 Patch for Freezer Duty & Localization Fixes

Ahead of their major September update, the FBC: Firebreak team has published a new patch (1.5.2) fixing some of the community-reported issues.

Released at the tail end of August, the update is short but sweet with only two quality of life changes: 

  • Fixed an issue in Freezer Duty where destroyed Frost Anomalies could still deal damage to players.

  • Fixed placeholder text appearing on the Results screen in non-English localizations.
While much smaller than previous patches, the latest version is likely to also be partially paving the way to the major September update, which is said to bring in new Job structures, a fresh approach to the game's onboarding, and new weapons into the mix. You can read more about the upcoming update, HERE

4th September 2025
Remedy Continues 30th Anniversary Livestream with Control [w. Teemu Huhtiniemi & Victor Sermin]

This afternoon, Remedy returned to the Federal Bureau of Control, picking up from where they left last week's Twitch stream.

To celebrate the studio's thirtieth anniversary, the developers are revisiting two fan-favourite titles in a special livestream series; Control and Alan Wake 2. Each Thursday, the community team will be sitting down with special guests who have worked on the projects. There will be new faces from the production side and fresh stories from the team that built the adventures. 

For today's broadcast, Julius Fondem (Community Manager) sat down with Teemu Huhtiniemi (Principal Level Designer), and Victor Sermin (Build Engineer) for a technical chat. They cover everything from lifting the lockdown in Maintenance to reaching the Panopticon.

Throughout their three-hour play through, the devs chatted about a range of topics including how it feels to see your work take form, the challenges of Jesse's launch skill, the lessons of building an area you continuously return to, Halloween costumes from the Remedy parties, build time for games, tricky corridors, and much more.  For all that goodness, make sure to check out the livestream, below! Plus check out future streams for giveaways.


In Control, you play as Jesse Faden, who stumbles into the role of Director of a secretive government organisation. “A corruptive presence has invaded the Federal Bureau of Control... Only you have the power to stop it. The world is now your weapon in an epic fight to annihilate an ominous enemy through deep and unpredictable environments. Containment has failed, humanity is at stake. Will you regain control?”

With Control Ultimate Edition, players will be able to play the base game, along with both DLC packs, The Foundation and AWE. It's also the most up-to-date version of the title, featuring updates such as The Expeditions mission, photo mode, Assist Mode, and the ability to replay boss fights through the arcade machines. Check it out, HERE

-- CONSOLE & PC GAMES --

The Control Series

The Crossfire Series

The Quantum Break Series

The Alan Wake Series

The Max Payne Series

Additional

-- MOBILE GAMES --

-- LIVE ACTION SERIES --

Icons by the incredible, Evil-Owl-Loki.

Beyond the shadow you settle for, there is a miracle illuminated.