Remedy Entertainment has announced that update 1.2 is now available for FBC: Firebreak.
View the full patch notes below (via Steam).
FBC: Firebreak Launch Week Update
It’s been exciting (and nerve-wracking) to see our first multiplayer game launch. Releasing FBC: Firebreak is a significant milestone for us—not only as our first online co-op game but as our first self-published title. Many things went right. Clearly, not everything did.
We’ve read all reviews, community comments, and feedback across social platforms, Discord, our Steam forums, and the reviews we’re receiving. Clearly, there are features needing refinement. And they will improve. We appreciate the feedback. We hear you loud and clear. Please keep sharing feedback.
We’re refining several features right now. While some can be improved today and shortly, others will take more time and require deeper consideration. We’ll keep you informed every step of the way.
But you’re not here for boilerplate talk. You want to know how we’re improving your FBC: Firebreak gameplay experience—so let’s dive in.
Here are key areas we plan to address, with some already live in the patch releasing alongside this post.
Improving the First-Hour Experience
The opening hours fail to deliver a great experience due to multiple factors.
This stems partly from poor onboarding (more below), inadequate explanation of game systems, unclear tool usage, and insufficient guidance on executing Jobs effectively.
Additionally, the power fantasy falls short early on as starting weapons (tier 1) feel weak, while unlocking higher-tier weapons demands excessive effort.
Data and feedback show players who persist—unlocking tier-3 weapons, stronger perks, playing higher threat levels, and completing three-zone tasks—are having more fun.
Getting to that point proves challenging for many. We’re not naive—but accelerating your path to fun by delivering cool toys faster is crucial. Today’s patch makes progression changes accordingly.
On to the details…
Better Onboarding & UI Clarity
Currently, we throw you into the deep end with minimal explanations—from game systems to Job objectives and status effects.
We’re working to better communicate Crisis Kit synergies and give players clearer guidance on Job execution for Firecutter effectiveness.
This includes improving readability for hazardous conditions (like burning) and the flashing blue effect indicating Resonance/shield range. Objective markers lack clarity, and features like Lost Resources are easily ignored—the latter fixed in today’s update.
We’re reviewing all aspects and have improvement ideas, but need time to plan and implement properly.
Easier Job Access
New players currently must play the first zone of each Class for gradual onboarding. This clearly fails—it doesn’t tutorialize, hampers matchmaking, or showcase full Class potential. Fun increases when players experience complete Classes.
Therefore, we’re making full Tasks far more accessible.
Effective today:
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Playing the first two clearance levels of each Job is no longer required.
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New players start with a full three-zone Hot Fix Job run (Clearance Level 3).
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Completing a full Job unlocks the next full Job.
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Completing a full Job also unlocks its Corruption option.
Accelerating Progression & Equipment Unlocks
We understand: the grind feels too slow. You want to try different builds, equip deadlier weapons, use Alternate Enhancements, and experiment with Perks. Currently, this takes too long.
Contributing factors:
Data shows a staggering 90% of players never collected a single Lost Resource (currency for Requisitions/Perks)—they’re easily missed in Bunkers, random locations, or from Elite kills.
The upgrade economy assumed players would find Lost Assets during Jobs, but since ground folders blend into environments, players ignore them—earning assets ~3x slower than expected.
Players earn Lost Resources only by completing Jobs. Mid-job disconnections yield nothing—frustrating. We’re investigating solutions but have no changes to announce yet.
This slows unlocks from Operational Requisitions, hindering preparation for higher threat levels.
Today’s patch addresses this:
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Lost Assets and Research Samples now feature visual highlighting
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Rebalanced all unlockable costs to match actual currency gains
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Split Operational Requisitions:
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Cosmetics (sprays, armor sets) moved to new “Expressions” requisitions page
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Operational Requisitions renamed “Essentials”—containing gear, equipment
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Made core items (Alternate Enhancements, Improvised Devices, high-power weapons) more accessible
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These changes let you unlock/buy equipment significantly faster. No longer must you unlock gloves just to get a better sidearm.
What’s Next?
Today’s patch is just the beginning. While these are immediate fixes, we’re actively discussing broader game improvements based on your feedback.
We’ll keep listening, improving, and evolving the game with our community.
More updates soon.
The FBC: Firebreak Team
Patch Notes v1.2
Overview
We overhauled core systems for faster, more rewarding progression. Economy changes improve earning/spending; Requisitions now separates gear from cosmetics, and Job progression restructures enable quicker access to full three-zone Jobs.
Additionally, numerous visible/hidden game improvements are included.
Read our extensive blog post detailing this patch and planned near-term improvements.
Economy Changes
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Upgrade currencies (Lost Assets, Research Samples) now visually highlighted in Jobs for easier identification.
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Rebalanced all unlockable costs to better match actual player currency gains.
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Players now earn/spend Lost Assets at a healthier pace for smoother equipment progression.
Job Clearance Level & Progression
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New players now start at Clearance Level 3 (CL3) for first Job: Hot Fix.
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Players may still play CL1/CL2, but it’s no longer required.
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Unlock subsequent Jobs by completing a full three-zone run at CL3.
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Completing a Job at CL3 also unlocks its Corruption modifier.
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These changes enable faster access to full Job experiences and improved matchmaking/onboarding.
Requisitions
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Operational Requisitions split into two categories:
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Essentials: Weapons, gear, Improvised Devices, Alternate Enhancements.
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Expressions: Cosmetic unlocks like sprays and armor sets.
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You no longer need to unlock unrelated items (e.g., gloves) to access key gear like weapons/enhancements.
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Overall, gear progression is significantly faster and more focused.
Gameplay Tuning
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Reduced BOOMbox and Swivel Cannon construction times
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Increased Screamer health and stagger limit
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Repair Kit wrench now deals damage across all levels
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Increased Named Elite enemy health pools
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Corrupted Stapler item is now less evasive and easier to track
Audio
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Fixed missing third-person perspective SFX for Shock enemies not playing properly
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Fixed music transition issues moving from Main Menu to gameplay
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Shield recharge SFX now properly audible with new implementation for out-of-range scenarios
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Fixed bug preventing proper audible cues for harmful conditions (e.g., burning SFX) on other players
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Added SFX when exiting weapon/grenade selection in Loadout menu + transition sounds for quick-kit selection in lobby
UI
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Fixed Crisis Kit XP level indicators on Results screen
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Fixed player reputation overlap with XP progress on post-match results screen
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Fixed a crash when inspecting weapons in Loadout menu
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Fixed a misleading error message when host leaves/disbands group. Now correctly states the group was dissolved.
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Ziplines can now be pinged
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Temporary Change: Removed active perks list from top-right game HUD due to performance issues (we’ll urgently fix and restore this)
Gameplay & Performance
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Fixed an issue with the moistener where water level changes were only visible to its placer
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Enhanced DualSense haptic feedback across Main Menu segments
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Jump Kit’s Impactor tool can now be charged while running.
Visuals & Rendering
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Performance improvements
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Entering/exiting a teammate’s Resonance Shield range no longer triggers blue screen flashes.
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Added bright highlighting to Lost Assets and Research Samples
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Improved blood VFX
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Implemented distance-based fade for distortion effects inside fans
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Freezer Service – Added a ramp atop Zone 2 building for Noise access. Our apologies.
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Ground Control – Fixed wall in Zone 2 that allowed players to see through it
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Various environment assets and props updated