
Remedy admits that FBC: Firebreak did not achieve the expected commercial success
The multiplayer title, set in the Control universe, attracted over one million users in ten days
On June 17, 2025, Remedy Entertainment released FBC: Firebreak, its first multiplayer and self-published game. The project caused great anticipation by being set in the Control universe and being available from day one on PlayStation 5, Xbox Series, and PC.
The appeal was enhanced by its immediate inclusion in PlayStation Plus and Xbox Game Pass, which allowed it to reach over one million players in just ten days. However, the distribution model had a negative impact on direct sales, which were lower than expected on both consoles and PC.
On Steam, the key platform for the computer market, the initial peak of concurrent users was just 1,992 players, dropping to fewer than 75 in the first month, according to SteamDB data.

Strategy to win back players
Faced with low retention and community criticism, Remedy strengthened its communication with users and reaffirmed its commitment to the "game in evolution" model. The goal is to add continuous content and improvements to attract the audience again.
The main bet will be a major update at the end of September, which will include a redesigned, more accessible, and more appealing initial experience, as well as changes to the mission structure to improve pacing and gameplay.

A setback amid a good financial year
Although FBC: Firebreak did not meet its commercial goals, Remedy reported a 63.5% increase in its revenue during the second quarter of 2025, reaching nearly 80 million dollars. This growth was supported by the sustained performance of titles such as Alan Wake 2 and Control.
The studio continues to develop the sequel to Control and the remake of Max Payne 1 and 2, two projects that are progressing as scheduled.
The case of FBC: Firebreak reflects the risks of simultaneous releases on subscription services and the importance of offering a polished experience from the start to ensure direct sales and player loyalty.
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