FBC: Firebreak Launch Wasn’t What Studio Hoped For, But Remedy Isn’t Giving Up

In mid-June, game developer Remedy Entertainment unveiled their latest creation, the cooperative first-person shooter FBC: Firebreak. However, the game didn’t achieve the massive global impact some might have expected, as the number of simultaneous players on Steam never surpassed 300 during the past week. Even Remedy, the developer, acknowledged that they had hoped for a more successful launch. Yet, it’s important to remember that the number of concurrent users on Steam doesn’t paint the full picture. Despite this less-than-ideal start, Remedy remains optimistic and committed to Firebreak. In fact, their dedication to the game is far from waning.

Speaking with TopMob, Thomas Puha from Remedy Communications shared insights about the game’s release and future updates as part of its content plan. Excited to expand on FBC, the team at Remedy is eager to implement player suggestions based on feedback they’ve received. With over a million players having already enjoyed the game, feedback has been pouring in rapidly from the community.

One advantage of playing online games such as FBC: Firebreak is that the developers can collect a lot of player information and opinions, which they use to make informed decisions. They carefully review all feedback and regularly engage with players in online discussions. (Puha elaborated)

As a devoted admirer, I inquired about Firebreak’s debut on Game Pass and PlayStation Plus, and Puha shared some insightful details. While they’re still running calculations, he highlighted that an appreciable portion of fresh players are flocking to Final Battle Club (FBC) on console daily through the subscription services offered by Microsoft and Sony.

We are confidently enthusiastic about what’s coming next, as it promises an exhilarating experience for gamers. In fact, there are innovative elements in progress that could potentially revolutionize the gaming world. (Remedy’s Thomas Puha)

In discussions within the gaming industry, there’s been a debate about whether it’s financially sound to debut new games on subscription services like Game Pass, even those who have taken this approach themselves. For instance, the creator of the Day-One Game Pass release “Revenge of the Savage Planet” has voiced doubts about this strategy, expressing worries that it might diminish the value of the content. However, the financial particulars of any agreements Remedy Entertainment made for “Firebreak” remain unknown. Concurrently, some argue that debuting a game on a subscription service could be a strategic move to expand its reach and attract more players from the outset.

In addition to focusing on financial success, Puha pointed out that it’s quite evident that players who might subscribe to Firebreak through Game Pass or PS Plus might not play as long as those who purchased the game directly. However, he also emphasized that it’s more straightforward for these subscribers to come back and play again.

Additionally, Puha emphasized that Firebreak was not intended to force players into daily play sessions to claim rewards or make it seem like playing Firebreak was a second job. Rather, the game was intentionally created to not consume excessive time in one’s life. He explained, “Play Firebreak for a while, then take a break, and return when we release new content through major updates.” Puha expressed confidence that upcoming content would be thrilling for players, with some elements potentially revolutionizing the gameplay experience.

According to Puha, Remedy has had to make essential strategic choices such as focusing on certain aspects and setting others aside based on feedback at the game’s launch. However, he assured fans that Remedy remains dedicated to FBC (Firebreak), expressing excitement about what the project will evolve into later in the year.

You can read our full interview with Puha below.

As a devoted fan, I’m eagerly anticipating the arrival of Firebreak’s 1.3 patch this week! The developers at Remedy have been working diligently to refine our gaming experience, particularly focusing on tweaks to the perk economy within the game. This update is a natural progression from their previous efforts to address early concerns about onboarding and progression, among other aspects of the game.

According to TopMob’s review by Mark Delaney, the game Firebreak: Firebreak offers a thrilling, chaotic power trip, serving as an intriguing experiment for Remedy Entertainment in their exploration of larger, more peculiar projects.

At the Finnish studio, not only is there constant support being provided for Firebreak, but they are also actively engaged in other projects such as developing Control 2, as well as remaking Max Payne and Max Payne 2.

Could you provide me with the current sales figures for Firewatch on Steam, and could you share your thoughts on Steam’s significance compared to consoles within the broader gaming landscape?

In essence, Steam plays a crucial role in Firebreak’s operations. The Steam CCU (Condenserless Carbon Capture Unit) is a handy metric that can be easily obtained, but it shouldn’t be the only factor considered.

Steam is vital to Firebreak’s business operations. The Steam CCU (a quick-to-obtain statistic) isn’t the whole story though.

Although we may not have been completely unprepared, we had anticipated a smoother start. However, our team remains highly motivated and committed to refining the game and addressing player concerns. During the launch week itself, we released patch 1.2 with significant modifications to the game. Following in the footsteps of Remedy, we’ll tackle tasks with smaller teams and aim to creatively overcome challenges.

Has Remedy Entertainment commented on releasing FBC (Frostbite) on Game Pass and PS Plus? And, has this strategy yielded the expected outcomes for them so far?

Using subscription services makes it convenient for numerous gamers to test out the game, and this also benefits cross-platform matchmaking as you’ll encounter more people to play against.

Using these platforms, players can quickly come back whenever we roll out fresh updates or captivating new content, making their experience seamless and enjoyable.

Have you noticed any patterns in user behavior for those accessing games through Game Pass/PS Plus compared to individuals who purchased the game directly? Specifically, has there been an increase in people new to Remedy’s games trying them out due to the subscription service?

We’re just getting started, and we have a wealth of data at our disposal, which is beneficial for a game like Firebreak: Firebreak. It appears that a substantial portion of the player base doesn’t own Control, making the game somewhat confusing for them. However, we plan to make it much more understandable in the near future. Additionally, players from subscription services typically don’t stay as long as those who bought the game outright, but they can easily come back if they choose to. Lastly, a sizable number of new console players are joining us daily.

Can you suggest some strategies for expanding the player community of FBC and keeping the current players engaged over time?

A straightforward approach would be to create and share excellent game content since it has been launched. As previously stated, post-launch updates will remain free. Pay attention to the players’ preferences to determine their desires; their views are crucial. However, always ensure that Remedy’s creative touch remains a part of the mix.

The game was not intended as a job, requiring daily logins for occasional rewards. Rather, Firebreak is meant to be played at your convenience, pausing and resuming whenever you like. We periodically roll out significant updates with fresh content for you to enjoy when they become available.

We’re genuinely thrilled about the projects we’re working on, as they promise an exhilarating experience for gamers. Some groundbreaking content is currently being created.

One advantage of playing online games such as FBC: Firebreak is that developers have access to a wealth of player data and community input, which helps guide their decision-making process. They carefully review all feedback and engage in conversations with players online.

The enthusiasm within the Remedy development team is truly impressive, yet it’s important to remember that the final verdict from players will be based on the gameplay content, rather than just the words describing it.

Those who invested more time in the game tend to rate it much higher compared to those who quit sooner. This suggests that our game has a strong, engaging core at its heart.

As a gamer, I admit that our onboarding process left much to be desired. The initial hours were overwhelming due to the sheer number of game systems introduced without adequate guidance, leaving players understandably frustrated. Furthermore, the starting weapons lacked the necessary punch, among other issues.

What kind of continuous assistance can FBC players anticipate regarding future content and upgrades?

Let’s keep in mind the game is barely a week and a half old. We have a lot to process.

Prior to the game’s launch, we detailed our subsequent plans, which included introducing two fresh Jobs and features in 2025. Rest assured, this remains our intended course of action.

In essence, we anticipated from the start that the release of these specific games would influence our future development plans. As predicted, we’ve been adjusting our development timeline, focusing on certain features, and delaying others since the game went live last week. With player feedback pouring in, changes are inevitable – exactly as we expected.

In our approach, we focus on creating game structures that allow for growth in the long term. We have the capacity to expand these systems significantly. Moving forward, we will be sharing updates about the game’s future developments. It requires us to carefully consider player feedback, evaluate potential changes, and then convey those plans effectively.

It’s thrilling to witness the game, Firebreak by Remedy, developing now that it’s live. They are fully dedicated to it, and we can’t wait to see how it unfolds throughout the rest of the year.

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2025-06-30 20:10