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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.

Introducing FBC: Firebreak

In a surprise announcement, Remedy has revealed its next Control adventure,FBC: Firebreak! The adventure is a three person, cooperative FPS set in The Oldest House.

FBC: Firebreak Community First Look

Check out the first details of FBC: Firebreak, Remedy's debut multiplayer title launching in 2025.

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

Alan Wake Remastered is coming! Read Sam Lake's open letter announcing the new game, his passion for Wake's debut adventure, and release details.

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.


30th April 2025
Remedy Reveals FBC: Firebreak To Launch on June 17th
& Details on Standard & Deluxe Editions

In the second part of the FBC: Firebreak Developer April 2025 broadcast, Remedy's Communications Director, Thomas Puha, joined Julius Fondem (Community Manager) and Mike Kayatta (Game Director) on the stream to talk about launch details, including that all important launch date.

Mark your calendars! FBC: Firebreak will be coming to PC (via Steam & Epic Games Store), PlayStation 5, and Xbox Series S/X on June 17th 2025! It is also set to launch Day One on the Xbox PC Game Pass and Game Pass Ultimate as well as the PlayStation Plus Game Catalogue, available for all Extra and Premium members.

There will be two versions available; The Standard Edition ($39.99 / €39.99 / £32.99) and the Deluxe Edition ($49.99 / €49.99 / £39.99). Similar to Alan Wake 2 and Control, Remedy has revealed that there will also be a separate Deluxe Edition Upgrade if you chose to buy it later. It can be a Future-You decision.

The promotional image for FBC: Firebreak's editions. The text reads "FBC Firebreak, June 17th. Standard Edition costs $39.99, 39.99 euros, and £32.99. The Deluxe Edition $49.99, 49.99 euros, and £39.99). Upgrade from Standard to Deluxe Edition, $10, 10 euros, or £7." There are two polaroid-style images, demonstrating the two versions.

In the Deluxe Edition, players will unlock a unique Firestarter armour set called Apex Revision, the Scorched Remnant Double-Barrel Shotgun weapon skin, and Golden Firebreak graffiti spray, along with two unique voice packs (The Firestarter and The Pencil Pusher).

Describing the voice packs, Puha reveals that “the Standard Edition, or the game itself, contains multiple different voices, male and female, that you can choose. There's some customization that you can do. But the voice packs are all new dialogue and different actors so it's not just different actors doing the exact same dialogue and the barks that the game has, but this is some new content and I think there's a very fun Remedy spin on those.” 

The Deluxe Edition includes a unique armor set, weapon skin, and spray, two unique voice packs, and the Firestarter Classified Requisition. The Deluxe Edition will be available for $49.99 / €49.99 / £39.99. The Classified Requisition Pack includes four armour sets, twelve gun skins, and twelve sprays. At the bottom right, there's a tiger with firey eyes drinking out of a coffee mug with a straw.

Puha also expanded on the types of customization the game includes. In FBC: Firebreak, they have “Requisitions” to allow you to customise your overalls and kit. There are two types of Requisitions available; Operational Requisitions (part of the game and unlockable as you progress) and Classified Requisitions (optional paid cosmetics). 

The studio has clarified that all playable post-launch content will be free. Following the release of the title in June, the team will be releasing two new jobs later this year, with additional plans in the works  for 2026.

Alongside each job, the team will also be releasing an optional paid cosmetic pack filed under Classified Requisitions, which will be a permanent feature on the store. The first pack will come bundled with the Deluxe Edition and includes the Firestarter Classified Requisition cosmetic pack featuring four armour sets, twelve gun skins and twelve graffiti sprays. 

29th April 2025
FBC: Firebreak Developer Update April 2025 Notes, Part Two
[Hot Fix Job and Q&A]

In case you missed it, last Thursday, Remedy hosted a special FBC: Firebreak livestream on their Twitch, Steam YouTube channels. During their two-hour broadcast, they showcased two jobs; Paper Chase and Hot Fix. Yesterday, we took a deep dive into everything that was discussed with Paper Chase, but today we're putting Hot Fix in the spotlight. We'll also be taking a look at the Q&A featured of the broadcast.

The broadcast was hosted by Julius Fodem (Community Manager), Mike Kayatta (Game Director), and were later joined by Thomas Puha (Communications Director), with off-camera assistance with Vida Starčević (Senior Community Manager). They were joined in-game by Miika Huttunen (Senior Communications Manager) and Henrietta Satamo (Junior User Researcher).

DEMO #3: Hot Fix Job, Clearance Level 02

Heading to the Job Selection menu, we get the outline for the next mission, Hot Fix. The mission description, "The Furnace has broken its blast seal and is flooding the sector with a growing, unnatural heat." is paired with a longer formal document issued by the FBC. Though it might change before launch, the document currently reads: 

HOT FIX

Situation:
The furnace continues to rage since the disappearance of XXXX. Firebreak has installed special blast seals capable of containing the furnace's frequent paranatural flares however, these shields often break following the periods of sustained XXXX. Filling the furnace with Black Rock powder can XXXX it temporarily, allowing the shields to be repaired. 

Operational Procedure:

1. Repair heat transfer fans across the sector. 
2. Fill barrels with Black Rock powder and deliver them into the furnace.
3. While the furnace is neutralized, approach and repair the blast seals. 

Risk Assessment: 

While the intense heat radiating from the furnace can be extremely draining, its frequent XXXX flares are extremely lethal. Any living being outside of cover during a flare will be immediately XXXX.

Volunteers acknowledge and accept liability for the following potential health and safety risks:
Immolation
Exhaustion
Partial but sustained loss of XXXX

Demo Setup. As we discussed in our previous article, a Job setup can impact the gameplay quite a lot! For this play through, the Firebreakers entered the Job with a Clearance Level 02 and a High Threat Level. As they would be exploring the first two zones only, they would miss dealing directly with the problematic stove. Potential Rewards include Lost Assets, and a mysterious second listing, "Whispering Ash". This Job centres around the Furnace, a mysterious item which seemingly appeared one day, and now demands constant maintenance. Much like the cat distribution system. Enjoy your angry, screaming, hungry furnace. For this play through, the goal is to repair transfer fans in both zones so that they can pump air into cooler and safer areas of the Oldest House.

Crisis Kit Doubles. While not specific to this job, the third demo introduced some new general gameplay concepts, one of which being the Crisis Kit management. In FBC: Firebreak, there are three Crisis Kits available; Fix, Splash, and Jump and each Firebreak team has three members... but that doesn't mean that you have to use all three kits. While it might be useful, you can also have a situation where some kits are doubled up, meaning that two players can enter the Job with the same Splash Kit.

Cooling Down. Now onto the demo itself! As soon as your team step off the lift, you're thrown immediately into the action. Being contained in the same space as a giant angry furnace also means that things burning up... those things being you. As well as repairing the transfer fans, your goal is to keep an eye on your temperature to make sure you don't overheat and, well, die. The temperature limit is shown as a small fire icon next to your health in the bottom left corner. If things get a little spicy, there are several ways of cooling down such as standing near fans, a quick cooldown in the shower or dowsing your teammate in water with the Crank-Operated Fluidic Ejector.

Fan Fixing. Your main mission, apart from the not dying, is those pesky transfer fans. Fortunately, fixing the transfer fans is as simple as zapping the generator/control panel with the Electro-Kinetic Charge Impactor from the Jump Kit. As soon as you do that, the surrounding area will start to cool down. If you don't have a Jump Kit in your team, or you're playing on your own, you're going to be able to fix the generator using the manual mini-game option. (If you're planning to play the game solo, make sure you get your minigame practice in, you're going to need it!)

Rush Ability. While returning from fixing one of the fans, Henrietta showcased the Rush ability, an upgrade available for the Wrench (Fix Crisis Kit) that makes the tool lighter to handle and yourself easier to move around. The ability also allows Firebreakers to crash into unsuspecting Hiss. 

Efficiency is Key. Talking about how immediate the threat is, Mike states that "again, a lot about this game is efficiency so you guys could absolutely sit around and take your time, not repairing these fans, but if you do it, these waves are going to come faster and faster, harder and harder, and really start risking your ability to succeed at this job." 

Re-Fixing The Issue. On the topic of efficiency, you're also going to want to keep an eye on that repair total to make sure it doesn't creep up. As the Hiss swarm on your location, there's the possibility that once-fixed fans will suddenly become broken again in the chaos and require more work. They can be damaged both in the overall action, and by intentional Hiss attacks, so you're going to want to be quick at getting them all operational. 

Resonance Shield. With the first five transfer fans repaired, it was onto the second zone, but don't celebrate too soon. Entering the second zone increases the level of danger, so teamwork is essential for surviving the Job. At this point in the livestream, Mike brought up a shield indicator, which will be your best friend in the missions. This indicator sits above the crosshair, and is your rechargeable resonance shield. Just above that is the number of team members who are in your shared shield. If your number drops, you will be able to find the missing crew member with its useful compass-like indicator. The latter will also allow you to know where your friends are without spamming the ping function. 

Overcrowding. In Paper Chase, Mike warned about the dangers of the Hiss heating up and becoming stronger. As you can imagine, this is a particular issue in Hot Fix. As a result, if you have the Splash Crisis Kit, one of your roles can be to cool down the waves ensuring that your other team members aren't overwhelmed.

Pinging The Best Firebreaker. Before they wrap up the final demo, Mike highlighted one of the features of the ping system. When a task-specific item is pinged for your crew member's attention, the ping will be sent to the Firebreaker with the best tool for the job. For instance, pinging a generator/control panel for a fan, will alert your friend with the Electro-Kinetic Charge Impactor.


Quick Fire Questions

With Hot Fix being a shorter demo than Paper Chase, we wanted to pair this teaser up with the quick fire questions round held at the end of the livestream. These were submitted during the playthrough and collected by Vida to pose to Mike, Julius and Thomas. 

  • Old Gods? Likely kindled by the guitar solos heard in the soundtrack, Vida asked ifPoets of the Fall were to be making a comeback in the upcoming adventure. Unfortunately, Mike has confirmed that for FBC: Firebreak, Old Gods of Asgard would not be making a return at present.

  • Team Number Balancing? For the introverts, another question centred around the game's balance to ensure solo players or two players can also enjoy the game. In response, Mike stating that  "we're doing our best to balance the game for that.” Though ideally, you would be completing the Jobs as a set of three, as the levels have been built specifically for that number. 

  • Replaybility Factors? For replayability, the team mentioned that Corruptions can add an exciting twist including randomisation and enemy behaviour games. They also add that there are plans to expand the game in the coming months, with additional Jobs. 

  • Sprays? Throughout the Jobs, Firebreakers can also use sprays to tag walls in the game. The artist behind the designs also created the FBC office posters seen in the original adventure. 
     
  • Physical Copies? At present there is no physical copy planned given the genre and size of the game, HOWEVER Puha didn't rule it out completely saying that it's possible that they will make one if there's interest in the title.

  • Crossplay? The game will support crossplay, allowing you to play with your friends regardless of which platform they're on. This function will be available from Day One. 

  • PC Specs? PC specifications are still being finalised, but Puha estimated that the studio will reveal them mid-to-late May. He did emphasise again that the game will be less demanding that Alan Wake 2 and easier on modern machines. 

  • Steam Deck? While still in development, the team is hoping that the game will be Steam Deck-Verified at launch.

  • Cross Progression? While there will be crossplay, there won't be cross progression. Mike explained that it was a conscious decision as “that is very difficult for us to pull off” with a small team and limited resources.

  • Easy Mode Only? If you're not into extreme challenges, you can clear the entire thing up on easy, though it will take you much longer to accquire the Lost Assets. As Mike states though, “Take the game at your own pace.”

  • More News When? Remedy has invited selected media and influencers to the office for an exclusive behind-closed-doors demo. (Following a post from Game Informer, we now know the embargo will lift on May 14th).

  • Lore? Remedy's titles are packed with lore, and while there will be some in FBC: Firebreak, the dev team consider Control 2 as the next main thing driving the story forward. 

  • Inspiration Behind Paper Chase? In Control, you may have stumbled across a certain sticky note-filled room. That was the inspiration behind the Paper Chase Job, but Mike also teased a little dev story about that specific area. When you're next in the room, appreciate the placement of the notes, they were all put there one at a time by dedicated developers. 

  • Player Drops Out? If the host drops there are limited options available, but if one of the other teamembers drops out suddenly, the game is balanced in a way to check in with your progress during mulitple points in the level and adjusts as needed.

  • Job Number?At present, Remedy can't announce how many Jobs will be included in FBC: Firebreak at launch, but their focus is "quality over quantity". 

  • Composer? It wouldn't be a Remedy game without Petri Alanko, and fortunately that music maestro is back for their latest outing! 

  • Why Not Four? Testing was conducted with different number of Firebreak teammembers, while traditionally games tend to set a crew at four, the dev team went with three with Mike stating that "this was the sweet spot for this game." 

  • Acccessibility? If you also loved Control and Alan Wake's Assist Mode, this is for you. The dev team is approaching the project with accessibility on their mind. While that can cover a huge range of things, it's a priority for the team, and something that they would also like to explore in post launch content. 

28th April 2025
FBC: Firebreak Developer Update April 2025 Notes, Part One
[Getting Started & Paper Chase Job] UPDATED

On Thursday, Remedy hosted a special FBC: Firebreak livestream via their Twitch, Steam, and YouTube channels. During their massive two-hour broadcast, they showcased the Paper Chase Job, a mission previously shown to select press, and revealed new information about the game including its release date and game bundles.

The event was hosted by Julius Fodem (Community Manager), Mike Kayatta (Game Director), and were later joined by Thomas Puha (Communications Director), with off-camera assistance with Vida Starčević (Senior Community Manager).

In this first part, cut due to length, we'll be focusing on the news and details from the Paper Chase demos shown during the first half of the game. For our breakdown, we've taken each note as it happened in the livestream as many were connected to the mission-specific setup.

To set the scene, Mike caught players up with the game's backstory, "Firebreak is a cooperative first-person-shooter for up to three players, launching on PC, PlayStation 5 and Xbox Series S and X all set within the iconic Control universe," Mike describes. "Now you don't need to have played Control to enjoy Firereak, although you should play Control it's a great game, but here's just a quick primer on the world you'll be stepping into. So, The Oldest House, the impossibly strange headquarters of the Federal Bureau of Control, is under assault by a violent and chaotic force from another dimension called the Hiss. And to keep the Hiss from spilling out into New York and beyond, the FBC locked the exits, trapping them inside the building and the FBC's employees as well." If you have played Control, you will likely remember that this is where Remedy left it. Jesse is the new Director, the current major Hiss crisis has been averted, but the threat is still at large.

The promotional artwork for FBC: Firebreak featuring the team standing proud amid a burning Oldest House.

Mike continues, adding where players will pick up from at the FBC, "Here is the thing; this lockdown has now been in effect for six years! Six years stuck in your place of work, sounds great. People are dying, maybe not so great. Critical supplies are running out policies and procedures are now failing. Enter the Firebreak Initiative. So, you'll be playing as a member of Firebreak; first responders who volunteer to take on the weirdest and most dangerous paranatural crises spreading across The Oldest House. These aren't some kind of specially trained elite task force, they're secretaries, rangers and middle managers all suiting up in manufactured armour using guns and custom tools to put down the Hiss and bring the bureau back under control."

As the build warmed up, Mike gave an update on the current stage of the game, revealing that team are currently focused on ensuring that each piece fits together as it should. He splits this stage into three categories; 1) clarity of the experience and features, 2) ensuring balance and that the components are fun, and 3) important Quality Assurance. 

PRE-DEMO NOTES

For the demo, the on-screen duo jumped into Paper Chase, a Job which tasks your team with destroying as many sticky notes as possible and, depending on your Clearance, culminating with a face off with Sticky Ricky. We got a snippet of what the Job Selection menu would include such as Threat Level, Clearance Levels, and Job Rewards, though with any game in development this is subject to change before launch.

Threat Level.  Staying on the Job Selection menu, Julius and Mike talked through some of the tailoring that can be made to each Job. For instance, the Threat Level option, which allows players to tailor their combat intensity. , The higher the Threat Level, the more the Hiss (and corrupted former-Firebreak teammates) are going to swarm in. As a sidenote, Mike reveals that the team views the default/normal difficulty to be Moderate, but it's up to the player to scale depending on preference and requirements.

Clearance Levels. Clearance Levels are unlocked as you progress through the game, but can also be used to customize your game, and playlength.. The Level and refers to the number of zones that you are taking on when you enter the job; the higher the clearance, the longer your gaming session may be. Mike also states that the maximum is set at Clearance Level 03, though that may be specific to the Paper Chase job.

Third Customisation. Though not explored in the demo, Mike teased a third cusomisation option, "it's called Corruption which lets you handle things like modification into the experience, and randomisation".

A screenshot from the livestream showing the Job Selection menu.

Job Rewards. Before jumping into each Job, the game reveals the list of potential rewards, including "Lost Assets" (a sort of in-game currency) and "Viscous Strips". While the Strips weren't touched on in the demo, we learned that the Lost Assets help pay for in-game unlockables in the Operational Requisitions menu.

Crisis Kits. To get the advantage, Firebreakers need the best kit. Before jumping into the job, players can go in with one of three saved loadouts called Crisis Kits; a special set of gear built around a vital tool for the job. The three Crisis Kit options are:

  • Splash Kit: Centred around the Crank-Operated Fluidic Ejector (aka The Coffee / Ejector), the Splash Kit comes with a Humidifier and the Teapot Altered Augment. It's designed for players want to fight fires and manipulate the surrounding conditions, but also want the ability to stun the advancing waves. If your team is in sync, the Ejector can be twinned with the Electro-Kinetic Charge Impactor to give a shocking result. Plus, despite the standard name, there's nothing ordinary about this Humidifer. With it deployed, it can also provide additional water for healing, wash off those pesky sticky notes, or paired with the Tea Pot for added scalding chaos.

  • The Fix Kit: A traditional kit with Wrench, Swivel Turret, and the Piggy Bank Altered Augment, described for Firebreakers who "want to solve most problems by hitting them with a massive wrench." It was described as Mike as the most accessible Crisis Kit for newer players.

  • The Jump Kit: Mike's personal favourite, which comes packed with an Electro-Kinetic Charge Impactor, BOOMbox, and Garden Gnome Altered Augment. Designed for those who want to "excel at field control and positioning" (aka very high jumping). Mike describes the original idea behind it as being "what if we combined a defibrillator with a pojo stick". This was the option chosen by Julius for the demos.

Paper Chase. Before entering the Job, players will be briefed on what it entails. For Paper Chase, a quick mission description, "The sticky note population has replicated to a critical volume, consuming members of the FBC and turning them into shufflers" is paired with a longer formal document issued by the FBC. Though it might change before launch, the document reads: 

Paper Chase

Situation
Total destruction of the Oldest House's XXXX sticky note population has proven impossible, however, culling it to a management amount once it reaches a certain volume is critical to preventing 
XXXX from XXXX

Operational Procedure:

  1. Destroy sticky notes (in any form they take).

Risk Assessment:
Sticky notes aggressively attach to nearby living belings, leading to their eventual 
XXXX and transformation. The oirigin of XXX XXXXX is not XXXX however, it is advised that any who approach XXXX it with XXXX.


Expect increase risk of...

  • Increased frequency of XXXX dreams
  • Paper cuts
  • Irreversible morphological deviation. 

For the playthrough Julius was joined in-game by Miika Huttunen (Senior Communications Manager) and Henrietta Satamo (Junior User Researcher).


DEMO #1: Paper Chase Job, Clearance Level 01 

Completing Paper Chase. The initial task in Paper Chase is relatively simple, destroy 15,000 sticky notes before they can pose a danger. There are multiple ways of getting rid of them, including just walking through piles (as long as you remember to shower before they take over), get them wet, electrocute them, throw grenades or by hitting them with the impactor. 

Official screenshot showing one of the Firebreakers looking at a makeshift shower.
Showers. During the demo, got to see the infamous showers in action! At the start of the Job, their nearby shower is broken, though with a swift hit from her wrench, Henrietta was able to get the fix underway. Following up, Julius was able to then electrify and heat using the Jump Kit's Electro-Kinetic Charge Impactor, increasing the healing rate. Heat is not the only thing that can be altered, with water pressure, both impacting healing speeds. It's a little unclear whether the showers will need fixing at the start of each level, but it's something to be aware of when starting a new Job. 

Safe Rooms. Similar to Control, The Oldest House is filled with safe rooms which provides a respawn point if a team member falls, a healing station/drinking fountain and is packed with additional resources (e.g. ammo, grenades and in-game currency). Explaining the currency, Lost Assets, Mike jokes that "the most important thing in a crisis is to recover the paperwork". Welcome to the FBC. If you can successfuly recover the paperwork, the assets are shared among your teammates, and it's the main way that a player can collect in-game currency. The in-game currency is used for Operational Essentials under the Requisitons menu, allowing you to unlock more weapons and cosmetics. 

BOOMbox. During one of the Hiss waves, Julius showed off the BOOMbox capabilities from the Jump Crisis Kit. The device can be planted, like a turret, and attracts the enemy who proceeds to attack it. Once the box has received a certain level of damage, it will explode taking out the Hiss. You can also encourage the timer to go off sooner by hitting it. 

A screenshot from the livestream showing a safe room illuminated by flames.

Ending Jobs & Revives. Once the task is done, your team needs to call the lift. Things are quite done yet, as it arrives to your floor, your task is to hold back the Hiss waves now swarming to your location. Once secure inside, the situation has been contained, and will bring up the results screen. It's still being worked on, but the end screen will show the kills, damage delivered, and spent revives during the Job. Should you leave someone behind, their stats will show up but their character will be missing. There won't be unlimited revives, but there's a total of "Crew Lives",  next to your team list that will go down if a player dies. 

Team Communication. Naturally, the best way to stay alive is to stay a cohesive unit. On the topic of communication with your team, there are a number of ways that you can talk without using your microphone such as using pings or using commands via the voice wheel. The voice wheel allows you to say hello, thank a player, or cheer someone along.

Hank & Jerry. As the duo got ready for their next Job, Mike introduced two new characters to viewers. Throughout the trailers, you would have heard clips from two FBC characters. In the background of the Job Selection menu, focused at his desk is Jerry; a bureaucrat who reports directly to Arish. He is there to monitor Firebreak and keep people in check, ensuring that paperwork is filled out and correctly stamped, perhaps a slight herding cats role. He talks to the founder of Firebreak, Hank... located inside the giant circlular tank next to his desk. Lovingly referred to by the dev team as the "Hank Tank", the phrase become a real-life meeting room at the office.  "As to why Hank is in a tank...", teases Mike, "well, some mysteries are left for the community and for the game experienece." Hank will be a familiar voice cheering the team on via the intercoms and guiding the players. 

A screenshot from the livestream showing the final statistics menu after the crew completes a job.

Next up, the Firebreak team took on the same Paper Chase Job... but with some vital changes. The difficulty has moved up from "low" to "moderate", and the Clearance Level has now increased up to 03. This means that the team will need to take on two new zones to complete the job. If things sound complicated, you can also view the zones as additional task; each zone brings in a new level of difficulty and a new problem to solve. 

DEMO #2: Paper Chase Job, Clearance Level 03

RMC Connections. As Julius, Henreietta and Mikka jumped in for a second round, the loading screen featuring a quickly glimpse of a FBC document detailing Alan Wake 2's The Lake House expansion:

Deployment Order
Urgent

Description:
At approx. 1900 hours on 12 Sep 23, readings from a remote surveillance unit monitoring Cauldron Lake, a known Threshold to what researchers theorize is the dimension of A-040, the Shadow, passed acceptable limits. Attempts to contact FBC resarch faciliy WA-03, code name "the Lake House", were unsuccessful, Onsite event verification is not possible. 

Response procedure are initiated with immediate effect. 

Lead Agent K. Estevez will mobilize Investigation Unit Beta from the remote operations site at XXXX. All available Shadow-specific equipment (lot 4-138) has been approved for use in the field. 

Objective(s):
To confirm an active event.

If an active AWE is occuring, the dispatch team will identity its nature and severity, limit exposure, and attempt to contain or neutralize the source. 

If no event is active, check monitoring equipment, perform a limited-profile of the area, and check status of the Lake House and its staff.

Additional Information:
Relevant operatives in the area include the Cult of the Tree, XXXXXX, and Alan Wake (currently missing).

Clearance Level Impacts. Immediately as the team step off the lift, there are a number of big changes, now that the Clearence Level has been raised. The first noticable change is sticky note quanity, which stands at a mighty 28,662 for the first zone (at least in this build), almost double that of the initial playthrough. For the second zone, that number will increase to 112,838, though that huge increase is likely due to a new enemy type called the Shufflers. 

The Shufflers. The Shufflers are former FBC member who have been overtaken by the sticky notes threat. These enemies have the habit of hiding, and if you don't defeat them quickly, they will replicate. These papery fiends are also covered in a dense shield of sticky notes which raises your sticky note total considerably. Fortunately taking them out reduces the number. Unfortunately they will be a familar foe in these corridors.

A screenshot from the livestream showing one of the Shufflers; human-shapes covered in post it notes.

Named Characters. The Hiss aren't going to be polite when it comes to attacks. One major obstacle players might encounter are randomised and named enemies, such as Alex Cohen who caused havok in the second playthrough. These characters trigger an automatic lockdown, to prevent them from reaching the other FBC officers in other parts of the building. Unfortunately, that means that they're sealed in with you. To be able to leave the level or enter another zone, the team will need to take these players down. 

Heating Things Up. That's not all when it comes to the new enemy types either. Six years have passed since we last saw them, but the Hiss isn't quite as we remember them. In the second demo, players met a new enemy type that reacts strongly to heat and fire. When these foes get warmed up, they can be incredibly quick. This can be a big problem especially in areas where fires were frequent. If you have a teammember with the  Splash Crisis Kit, they will be able to extinguish the fires, reducing their power.

Mini-Game To Complete Tasks. So, what if you're missing a member? Some processes, such adjusting electrical, can be completed without owning the specific tool needed. During these stages, the player enters a mini-game. In the playthrough, this was represented with hitting the controller bumper buttons (LB and RB) in a specific order. The icons not only show a small image of the which bumper, along with initials, but also colour co-ordinates it (grey for left and yellow for right), so you can get through the sequence quickly. Each wrong button hit causes a little bit of health-loss, so you'll have to roll the dice.

Teamwork is Best. Sticking close to the rest of the crew is important to staying alive, particulary as your group will be protected by a resonance shield. As Mike describes, "the further away you are, the less shielded you're going to be. And especially if you have very, very strong perks on later, you can actually share the effects of those perks with people close by as well. So you're not really punished for not being close by, but you are rewarded for sticking together."

Respawning, Risks & Benefits. When a player is knocked down, teamembers can rush over to provide assistance. If they don't receive help, they can respawn in the lift at the start. Taking this route is a double-edged sword. By respawning, you lose all collected Lost Assets, but you are able to change your Crisis Kit and weapons if you need to. However, your team will also have very limited crew lives shared among you per Job. If one person is revived, it increases the risk for your squad. 

Spilling the Tea. In the second demo, Henrietta showcased the Teapot Augmented Item's abilities, an exciting moment for us Brits. With the Splash Kit, players can pair the item with the Crank-Operated Fluidic Ejector. As a result the tea heats up to napalm levels which can be used as a weapon against the Hiss (and stray teammembers, so watch out!).

Official screenshot of the three Firebreaker each with their own Crisis Kit.

Passing Between Zones. With Clearance Level 03, there are three zones to investigate, each separated by a vault-like door. This isn't as straight forward as it sounds. Opening a door that size is a loud experience, and is almost like a siren for the Hiss in the area. They swarm down on the players as the next zone opens up. During these moments, prepare for standing your ground and gathering your squad. Mike tells us that later in the game, there are perks available eliminate the sound, such as door oil.

Destruction Level. As the broadcast was live, Vida was on the sidelines posing questions to the team from the chat as they explored The Oldest House. Whereas Control had extreme levels of destruction caused by Jesse's powers, FBC: Firebreak is slightly calmer in comparison, although still packed with chaos. Answering a question by duston toy via the YouTube chat,  Mike stated that "Of course we considered it and it would be completely amazing. In multiplayer, we have to really focus on performance. We have to really focus on the things that make sense in this type of game. Now, of course, we have tried to pack this game with all sorts of different effects; some lighter destructibility you'll see of course, like the sticky notes going flying. Some other kind of light things will break and and create a a big kind of visual spectacle. But in terms of you know like kind of true destruction no, we have kind of shied away from that just to prioritize some gameplay performance."

Threshold Entity 14-N. Now for the big guns! In the third clearance zone, the team will meet the Threshold Entity 14-N (aka Sticky Ricky). This guy isn't having a great time; he's a large beast made out of sticky notes totalling over a quarter of a million, so naturally he's not in the best mood. That man is papercut central. To defeat him, the team will need to fix the water sprinklers above him, dousing him with water, before giving his a zap of electricity. Once stunned, Rick is vulernable, though it might take several attempts to get the mighty health bar down. Depending on threat level and modifications, his behaviours will also change. Sticky Ricky isn't truely defeated, the Paper Chase Job is one regularly on the books for the FBC, hence the water features above the boss arena. As for what awaits the FBC, that's more for Control 2 to focus on. 

Official screenshot of the crew fighting Sticky Ricky, a huge beast covered in sticky notes.



25th April 2025
Rewatch the FBC: Firebreak Dev Update April 2025 Stream
[w. Paper Chase Job Playthrough, Hot Fix Job Teaser & Launch Date]

On Thursday, Remedy set the scene for FBC: Firebreak with a special livestream hosted on Steam, Twitch and YouTube. The broadcast lasted almost two hours and featured comparison playthroughs of the Paper Chase Job with different Clearance Levels, a teaser for the Hot Fix Job, and the reveal of launch details. Mark your calendars for FBC: Firebreak's release on June 17th 2025. 

The event was hosted by Julius Fodem (Community Manager) and Mike Kayatta (Game Director). They were later joined by Thomas Puha (Communications Director), and providing off-camera assistance with Vida Starčević (Senior Community Manager). To showcase the cooperative element of the game, they were joined virtually by  Miika Huttunen  (Senior Communications Manager) and Henrietta Satamo (Junior User Researcher).

We'll be bringing a full breakdown of the entire event in two new articles coming soon, but in the meantime, you can check out the full broadcast archived on the Remedy channel below. 

Originally teased in their recent trailer, debuting at the Galaxies Gaming Showcase, the broadcast was targeted at new and existing players interested in diving into the chaotic cooperative experience. (Or single player experience, if you prefer! I know my fellow introverts are out there.) 

To set the scene, FBC: Firebreak's Game Director, Mike Kayatta, caught players up with the game's backstory at the start of the broadcast, explaining that “Firebreak is a cooperative first-person-shooter for up to three players, launching on PC, PlayStation 5 and Xbox Series S and X all set within the iconic Control universe,” Mike describes. “Now you don't need to have played Control to enjoy Firebreak, although you should play Control it's a great game, but here's just a quick primer on the world you'll be stepping into. So, The Oldest House, the impossibly strange headquarters of the Federal Bureau of Control, is under assault by a violent and chaotic force from another dimension called the Hiss. And to keep the Hiss from spilling out into New York and beyond, the FBC locked the exits, trapping them inside the building and the FBC's employees as well.”

He continues, adding where players will pick up from at the FBC, “Here is the thing; this lockdown has now been in effect for six years! Six years stuck in your place of work, sounds great. People are dying, maybe not so great. Critical supplies are running out, policies and procedures are now failing. Enter the Firebreak Initiative. So, you'll be playing as a member of Firebreak; first responders who volunteer to take on the weirdest and most dangerous paranatural crises spreading across The Oldest House. These aren't some kind of specially trained elite task force, they're secretaries, rangers, and middle managers all suiting up in manufactured armour using guns and custom tools to put down the Hiss and bring the bureau back under control."

There are two editions of FBC: Firebreak available at launch, including the Deluxe Edition at $10 extra. That version comes with a unique Firestarter armour set, the Scorched Remnant Double-Barrel Shotgun weapon skin, and Golden Firebreak spray, along with two unique voice packs (The Firestarter and The Pencil Pusher). In addition, the Deluxe Edition also includes the Firestarter Classified Requisition cosmetic pack featuring four armour sets, twelve fun skins and twelve sprays. 




-- 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.