Today, Remedy sent out their April 2025 issue of A Dose of Remedy, a newsletter which explores the weird and hectic world of game development. In their latest email, the company wraps up the news from the past month including the launch of the Control Ultimate Edition for Mac, the latest from The Oldest House, and interviews with FBC: Firebreak developers, Maikki Harju (Senior Environment Artist) and Rebecca Richards (Senior Level Designer)
This newsletter is recreated in full below as an archive of Remedy's history, but we highly recommend subscribing directly to receive all the goodness via your inbox.
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8 April 2025
This dose will take you 4 minutes to read.
Welcome to A Dose of Remedy!
Dear Remedy community,
Is it already April? Whoa, time sure flies when you're making games! We've been very busy, and it's been a while since you all have gotten your dose of Remedy, so let's recap what we've been up to in 2025 so far...
An important note: this entire newsletter could fit on 43 sticky notes, if your handwriting is really neat.
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Control Ultimate Edition officially arrived on Apple Mac in March. This marks the game’s debut on the platform, fully optimized for Apple silicon Macs. If you’re playing on a Mac with an M3 or M4 chip, you’ll even get hardware-accelerated ray tracing for a stunning visual experience.
Get your copy from the Mac App Store. There will be a Steam version for Mac coming in the future as well!
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We recently released a major update for Control on PC, for free. If you own Control on Steam, the Epic Games Store, or GOG, the update is already out.
Among other things, the update adds HDR support and unlocks pre-order exclusive costumes and Dr. Yoshimi Tokui's Guided Imagery Experience mission (featuring Hideo Kojima) for all players.
Check out the full update details here.
The update will be coming to PlayStation 5 and Xbox Series X|S soon. Although there's a dedicated team at Remedy working on these updates, they're very small, so we thank you for your patience with the update landing on consoles.
FBC: Firebreak – New Gameplay Trailer Revealed
This summer, it’s time to clean house!
At the Future Games Show: Spring Showcase, we unveiled a brand-new gameplay trailer for FBC: Firebreak, our upcoming cooperative multiplayer shooter set in the Control universe.
Game Director Mike Kayatta also did an Ask Me Anything (AMA) session on Steam. Mike got into things like variation of content in the different Jobs, playing with(out) your friends, the different status effects and how they might work with, or against, each other. Read more in our latest blog!
Maikki Harju
Senior Environment Artist
- Worked at 3rd Eye Studios on Downward Spiral: Horus Station VR as a Junior 3D Artist.
- Joined Remedy in 2018 as a Junior Environment Artist on Control. Since then, she worked on both Control expansions and Alan Wake 2.
- Currently working as a Lead Environment Artist on FBC Firebreak.
To this day I continue to be inspired by the team and the good people here. The talent, ambition, and the unique touch everyone puts into their work is the best part. Environment Art works closely with Level Design to find the best layouts for the levels that support both the high visual targets and gameplay needs of the game. With the help of the rest of the art team, we are responsible for the architecture, vistas, landscaping, and "set dressing" in the levels, without forgetting to keep all those parts technically performant as well.
I've enjoyed working on each of the projects here at Remedy, but FBC: Firebreak is a clear winner in my books. Hopefully, the passion of the team will shine through this time as well as we get closer and closer to launch this year!"
Rebecca Richards
Senior Level Designer
- In games for fourteen years and counting and has somehow never made the same type of game twice.
- Worked on Sorcery for the PS3 Move, helped get MMO WildStar out the door in content and quest design, and shipped both Skylanders: Superchargers and Shadow of the Tomb Raider.
- She's been at Remedy for six years, working on CrossfireX, Alan Wake 2, and now FBC: Firebreak.
At Remedy, early in the process we are crafting a vision for how a level should feel and play, and that process changes depending on the project’s needs. A narrative-heavy survival horror plays very different from a mission-based co-op shooter. FBC: Firebreak is really unique in that level designers have more control over level creation than usual. I got to pitch a lot of different ideas for things I thought would be fun missions.
After settling on a level concept, it was off to prototype a stage as quickly as possible until we “found the fun” and then brought in other disciplines to work out the next steps. Once this was me building out different ideas for ██████████ ███, another time it was working out a complex web of hallways to chase ████████ ████ ██████ down. As the level starts getting driven more by other teams to get it over the finish line, my job shifts towards balancing, final implementations, and just keeping everything running."
That’s all for now. Stay tuned for more updates, and as always, keep an eye on our social channels for the latest news. And watch out for those sneaky sticky notes!
Warm regards,
Remedy Entertainment