Played for 90 minutes in solo on PS5 Pro earlier, it's ok, could be fun in coop maybe (def not designed for solo players). Will try to convince some friends to give it a go. Gunplay is not so bad, its actually pretty decent with good Dual sense haptics.
Yea the SMG is bad, pea shooter. I like the shotgun and the bolt action rifle.smg is awful. Worst feeling gun i ever tried in a videogame. The other 3 feels much better
it feels like payday with fancy graphics but with less gameplay mechanics and mapsPlayed 4 games in a row. Honestly had fun. I like that you're constantly working on complex objectives with QTE stuff. Keeps you on your toes. Its a 7/10 for me so far. Glad I didn't buy it but its enjoyable. Good game to drop on subs. Its fine for a bit.
I never played Payday or anything like this so it probably feels fresher to me. It is honestly pretty enjoyable when it works. Funny how quickly you can do those LB RB rapid repairs after a few tries.it feels like payday with fancy graphics but with less gameplay mechanics and maps
i also had a bit of fun with a competent team but i can see it getting tiring and boring super quick sadly
payday 2 had a sandbox nature which helped the game not become boring even with limited amounts of map at launch. this game however seems streamlined in terms of objectives and maps. it somewhat feels like playing a gears chapter or something. but it also has grinding mechanics like payday while not having that sandbox nature, so it is really confusing what they're trying to do with this game
Shit's dead. Not even f2p could save this.Compared to other FPS Multiplayer games, old and new Steam numbers;
The Finals - 15.6K
Splitgate 2 - 9.8K (F2P) New
FBC: Firebreak - 1.2K New
Halo Infinite - 3.6K (F2P)
Battlefield 1 - 3.6K
Battlefield V - 3K
Delta Force - 56k
COD - 52k
Also a good indicator we might have got from the shutdown of xDefiant is FPS going below 20K players across all platforms is considered bad and could be shutdown.
Played 4 games in a row. Honestly had fun. I like that you're constantly working on complex objectives with QTE stuff. Keeps you on your toes. Its a 7/10 for me so far. Glad I didn't buy it but its enjoyable. Good game to drop on subs. Its fine for a bit.
Played for 90 minutes in solo on PS5 Pro earlier, it's ok, could be fun in coop maybe (def not designed for solo players). Will try to convince some friends to give it a go. Gunplay is not so bad, its actually pretty decent with good Dual sense haptics.
Which gun you tried? Gunplay is pretty weak i agree but every weapon feels better than that dogshit smg. Worst feeling weapon in any game i swear. Also the rumble is almost nonexistent on controller and it makes the shooting even more blandThe gunplay is awful. Truly awful.
Thank you and everyone else here for saving my time. I love remedy games, especially control, but won't touch this crap.Which gun you tried? Gunplay is pretty weak i agree but every weapon feels better than that dogshit smg. Worst feeling weapon in any game i swear. Also the rumble is almost nonexistent on controller and it makes the shooting even more bland
Darktide is imo one of the best horde shooters out there. I played it a long time ago, but saw the updated game yesterday and wow... It looks and plays fantastic and there is a big update with new class coming in a few days. I might redownload itSo stick to GTFO or Darktide. Gotcha.
I'd be very surprised if the servers are still up in 6 months from now.
Which gun you tried? Gunplay is pretty weak i agree but every weapon feels better than that dogshit smg. Worst feeling weapon in any game i swear. Also the rumble is almost nonexistent on controller and it makes the shooting even more bland
Does it have matchmaking?Played for 90 minutes in solo on PS5 Pro earlier, it's ok, could be fun in coop maybe (def not designed for solo players). Will try to convince some friends to give it a go. Gunplay is not so bad, its actually pretty decent with good Dual sense haptics.
YesDoes it have matchmaking?
This is a bummer to hear. After Alan Wake 2 not doing great numbers I wonder if this is gonna create existential problems for Remedy.
Might not be crazy to see them get absorbed by Take Two if these Max Payne remakes do really well. I don't really want them to sell but reality is reality.
Because it looked bad pretty much from the startWhy was there like zero hype for this. Did they expect it to be a dud? I only hearing about this game now.
There's a 6th stage on level select not yet added. Maybe a few content drops.How long do you guys think the game is going to last? And who's going to get blamed because the game failed?
The gamepass and PSN deals likely covered this game.This game needs 3M to break even, I doubt it.
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SteamDB shows 32k, I'm going to overestimate everything and say 50k on Steam. Epic might be 10k? consoles hard to say as the game is on both Sony's and MS game subscription service.
yeah, this is most likely a write-off, hope Control 2 doesn't get budget limited.
Improving the First Hour Experience
The game's first hours do not provide a great experience due to a combination of things.
Some of this is down to a lack of onboarding (more about that in a bit), explaining the game's systems, how to take advantage of the tools at your disposal, and a lack of clarity as to what to do in the Jobs and how to do the work effectively.
In addition, the power fantasy isn't great in the first hours of the game as starting (tier 1) weapons feel weak, and unlocking higher-tier weapons requires a bit too much grinding.
We can see from the data and are seeing feedback that players who stick around and unlock more powerful tier 3 weapons and Perks, playing on higher Threat levels and Full three zone Job runs, are having a better time.
It's getting to that point, which is proving to be a struggle for many players. We are not naïve and think this is all there is to it, but getting you to the fun faster, giving you the nice toys quicker, is critical. We are making changes in today's patch to improve the progression.
So, about all that…
Better Onboarding and User-interface Clarity
Right now, we throw you into the deep end with little explanation on a variety of things from the systems in the game to what you are doing in the Jobs to status effects.
We're working on better communicating the synergies between Crisis Kits and giving players much better information on what to do in the Jobs and how to be more effective in doing the work that Firebreakers must do.
This includes better readability on things like harmful conditions, like being on fire, and the flashing blue effect, which indicates that you entered or exited the range of your crewmates to have Resonance and a shared shield. Objective markers are not clear enough or don't give a good enough idea of what to do. Lost Assets is an example of a critical thing that is too easy to miss. The latter issue has been improved in today's patch.
We are taking a look at all of this, and have ideas on how to improve, but will need a bit of time to properly plan and execute.
Making Jobs Easier to Access
Our current progression flow is that new players must play the first Zone of each Job, which was meant to gradually onboard you to the Job. This clearly isn't working. It is neither tutorializing players, helping matchmaking, nor players' perception of the full extent of the Jobs. We can see that when players experience the entire Job, more fun is had.
So, we will give players much easier access to the full Jobs.
We are changing the following in today's patch:
You are no longer required to play the first two Clearance Levels of each Job.
New players start their experience with a full three-zone Hot Fix Job run (Clearance Level 3).
Completing the full Job unlocks the next full Job, and so on.
Completing a full Job also unlocks the Corruption option for that Job.
Speeding Up Progression and Gear Unlocks
We hear you: the grind is too slow. You want to try different builds, equip stronger weapons, use Altered Augments and experiment with Perks. Right now, getting to that takes too long.
There are a few things at play here:
According to our data, a whopping 90% of our players have never picked up a single Lost Asset (the currency used to unlock items from Requisitions and Perks) during missions, because they're too easy to miss (they can be found in Shelters and in random locations in the levels, and they are dropped when defeating a Powerful Enemy).
The upgrade economy was balanced with players finding a good amount of Lost Assets currency during Jobs, but as the currency (the folders on the ground) does not particularly stand out from the environments, players completely ignore them and are thus earning Lost Assets roughly 3x slower than hoped.
Then, players do not earn Lost Assets unless they finish a job. If you exit a job midway or disconnect, you'll get nothing. That's frustrating. We are looking into what we could do about this, but there are no changes to announce yet.
All of that leads to players being unable to unlock new Perks or better gear from the Operational Requisitions at a pace that feels good and prepares you for higher Threat (difficulty) Levels.
We are addressing this in a few ways in today's patch.
Lost Assets and Research Samples are now clearly visually highlighted, making it harder to miss them
Rebalancing the cost of all unlockables
We have split the Operational Requisitions into two:
All cosmetics (sprays, armor sets) are placed in a new Requisitions page called "Expressions".
Operational Requisitions is renamed to "Essentials" and as the name implies, contains weapons, gear, and equipment.
Making essentials like Altered Augments, Improvised Devices, and powerful weapons easier to access.
The end result of these changes is that you can unlock and buy gear significantly faster than before. No more needing to unlock gloves just to get to a better revolver.
What's next?
Today's patch is just the beginning. These are some of the most immediate changes, but we are actively discussing and planning broader improvements to the game based on what we are hearing and seeing.
We'll continue listening, improving, and evolving the game together with our community.
More updates soon.
The FBC: Firebreak Team
100% ROI means doubling your investment. So 1.5 million copies or so to break even - but 3 million lifetime is likely factoring in doscounts down the line. Assuming gamepass wasnt factored in to this slide they might be in not bad shape.This game needs 3M to break even, I doubt it.
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SteamDB shows 32k, I'm going to overestimate everything and say 50k on Steam. Epic might be 10k? consoles hard to say as the game is on both PS and MS game subscription service.
yeah, this is most likely a write-off, hope Control 2 doesn't get budget limited.
The map in Control sucked.this game needs a map or something
I enjoyed it. Just nothing else to really say about it on here. Progression is a bit limited so I already got tier 2 SMG and beat all the stages. I'll come back after some updates.Nobody's even talking about this, poor remedy