FBC: Firebreak | |||
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Release Date | Gameplay & Story | Pre-Order & DLC | Review |
FBC: Firebreak is a co-op FPS experience where you put out fires (among other things) in a mad rush to contain disasters. Read our review to see what it did well, what it didn’t do well, and if it’s worth buying.
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FBC: Firebreak Review Overview
What is FBC: Firebreak?
FBC: Firebreak is developer Remedy Entertainment’s cooperative first-person shooter set within a mysterious federal agency called the Federal Bureau of Control (FBC for short) that is now under siege by otherworldly forces. Players take on the mantle of a Firebreak operative, an elite squad of first responders equipped with the best equipment and with the confidence and heart of steel to dive headfirst into danger, all to restore order and reclaim control of the area.
The game is set in the same universe and environment as another popular Remedy game called Control, a third-person action-adventure.
FBC: Firebreak features:
⚫︎ 3 player kits with distinct play styles
⚫︎ Expansive research and requisition unlock paths
⚫︎ Customizable difficulty sliders for all missions
⚫︎ 5 unique mission-types with varying objectives
⚫︎ 3-person co-op multiplayer with public matchmaking
For more gameplay details, read everything we know about FBC: Firebreak’s gameplay and story.
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Price | $39.99 |
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FBC: Firebreak Pros & Cons
Pros | Cons |
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FBC: Firebreak Overall Score - 66/100
FBC: Firebreak is a solid concept executed just well enough—something you could easily forgive if it were an early access title with a more modest price tag. Unfortunately, it’s a full $40 (even more if you're on PlayStation), and what you get feels more like a mid-roadmap early access release than a polished 1.0.
The gameplay, story, and production values are all commendable, but there are still a lot of fires to put out—missing QoL features, thin content, and some clear optimization issues. I have no doubt Remedy will address these in time, but right now, Firebreak just isn’t worth the cost—in time, attention, or money.
FBC: Firebreak Story - 7/10
Though Firebreak was inevitably doomed to be compared to the narrative mastery of Control by virtue of sharing its universe, it still manages to carve out its own story without feeling entirely disconnected. As unique as it is, however, the narrative isn’t particularly complex or all that significant to the gameplay, so in the grand scheme of things, it can only be rated so highly.
FBC: Firebreak Gameplay - 7/10
For a game all about cleaning up after reality breaks, Firebreak ironically feels held back by the lack of some basic quality-of-life features, optimization tweaks, and overall content. The gameplay loop is tight, and the progression is both satisfying and rewarding; however, I wish it felt more like the 1.0 release it claims to be.
FBC: Firebreak Visuals - 7/10
This game is set in the Control universe, and it absolutely looks the part. From Cold War-era brutalist architecture to the piecemeal Mad Max grit it’s forced to blend with, Firebreak tells a strong visual story while borrowing heavily from Remedy’s other major title. If only that same level of distinction extended to its weapons and enemies, then it might’ve been something truly striking to look at.
FBC: Firebreak Audio - 8/10
FBC: Firebreak’s voice acting is on point, giving its otherwise expressionless cast of Firebreakers just enough personality to make them genuinely endearing. The narrators and mid-mission banter really seal the deal, especially when paired with a rocking soundtrack and some of the chunkiest, most satisfying gun sounds this side of the containment zone. It’s not groundbreaking, but damn, it’s good.
FBC: Firebreak Value for Money - 4/10
I’m sorry, but having to pay for PlayStation Plus on top of a $40 price tag is asking a bit too much. It’s an issue that’s specific to console players, sure, but even without the added multiplayer premium, $40 feels steep for what Firebreak currently offers. I don’t doubt Remedy will flesh out the game’s missing pieces in time, but make no mistake: it’s got a lot of ground to cover.
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FBC: Firebreak Review: Some Fires to Put Out Still
Rock and stone! Wait… no, that’s not right. You have alerted the horde! Nope, still wrong. Clearly, I’ve got my wires crossed, because here I am fixing generators and fighting off waves of unspeakable horrors, yet I’m not playing as a dwarf, and there’s a noticeable lack of a Witch clawing at my insides.
Left 4 Dead 2 and Deep Rock Galactic—two of the most beloved co-op horde shooters around, and for good reason. But that’s not what we’re talking about today, despite my confusion. No, this is something caught in the middle of all that: a game where industrial upkeep meets emergency response, Mad Max grit, and a dash of cosmic horror.
Yeah, we’re in the soup now. And with a name like FBC: Firebreak, you wouldn’t expect the kind of chaos waiting on the other side of the loading screen. What I can promise is a game that might shape up into something great with a few updates—but for now, it’s still smoldering, with a handful of gameplay fires and content gaps that need extinguishing.
But let’s not get ahead of ourselves. Let’s start at the beginning and break down FBC: Firebreak’s… well, everything.
Putting Out Fires in the Ruins of the Federal Bureau of Control
So, what is FBC: Firebreak? For one thing, it’s a co-op multiplayer horde shooter. For another, it’s set in the weird and wonderful universe of Control. Put those together and you get a game where you and your squad battle twisted, otherworldly entities that look like they walked straight out of a Cold War fever dream—all while scrambling to complete objectives before your faces get torn off.
It might sound straightforward, but the game’s core loop is anything but. Each run starts with selecting a mission—sorry, a "Job." You can tweak its difficulty, intensity, and modifiers to your liking before jumping into matchmaking. Once your team’s locked in, you’ll finalize your loadout, choose perks, requisition gear, and pick your kit—all of which I’ll expand on later—then it’s off to the ruins of the Federal Bureau of Control.
Depending on the job, you’ll work together to complete a rotating list of objectives while holding off the horrors spawned by the facility. If you survive, you return to the elevator you rode in on, earning EXP and requisition points to do it all over again. Sound familiar? The Deep Rock Galactic comparison is starting to make sense now, isn’t it?
Well then, let’s keep going—because the Deep Rock parallels only pile on as we get into Firebreak’s loose class system. This isn’t a rigid role-based setup where only one player can handle a specific task. Technically, anyone can do anything and equip most gear. But the game’s “Kits” give certain players an edge when tackling particular objectives or filling niche roles. You’ll choose from three options: Fix, Jump, and Splash.
These Kits come into play depending on the objectives you’ll encounter in a Job, which are often broken down into smaller tasks that each Kit excels at. So let’s break them down:
Fix Kit is your go-to for anything mechanical. You get a big, two-handed wrench and—eventually—access to deployable turrets. Broken light boxes? Downed generators? Malfunctioning healing or resupply stations? The Fix Kit handles it all. You’ll see these tasks in just about every mission, and as far as I’m concerned, it’s the most essential kit in the game. Never leave the elevator without one.
Splash Kit is less specialized but incredibly useful. Armed with what looks like a Super Mario Sunshine backpack water pump, Splash users can extinguish fire hazards, soak enemies to set them up for electric shocks, fill canisters for healing stations, and just generally make life easier for everyone. When the facility is literally burning down around you, you’ll be glad someone brought this along.
Jump Kit—named so creatively because, well, you get jumper cables and a super jump—is the wildcard. It’s arguably the least essential, but still far from useless. Electricity repair mini-games take the longest and punish you with damage if you mess up. A Jump Kit user can bypass all that by instantly charging powered-down electronics. They can also shock soaked enemies and use their super jump to reach high ledges—perfect for getting out of danger… or into it.
So while everyone can do a bit of everything, these Kits shape your team's strengths and make the chaos a little more manageable—or at least more interesting. And chaos? Oh, there’s plenty of it—because some of the objectives you’ll face require serious multitasking to pull off. The early ones are simple enough: power up and repair a set number of machines using the right Kits. But things quickly get a lot weirder.
Some jobs will have you hauling a nuclear payload to a rocket while simultaneously tracking down the fissile material to make it go boom. Others? They’ll ask you to shoot sticky notes. I wish I were joking. And then there are missions where you’re lugging around fuel canisters to light burners and melt down frozen anomalies creeping through the facility.
It’s strange. It’s varied. And you’ve got to pull it all off while being relentlessly charged by the facility’s freakshow of enemies. Welcome to the Bureau.
The Horde is Coming and You’re Wielding a Hose
Whatever weird task the Job throws at you, you’ll be doing it while zombie-adjacent, Payday 3-style mobs spawn in waves to tear you apart. And as fun as it is to hose things down, swing a wrench, or zap stuff with jumper cables, those tools don’t do much against a charging brute. That’s where the rest of your Kit comes in.
Each Firebreaker comes equipped with a firearm, a grenade, a gadget, and a set of passives to help you survive the chaos. You pick these during the pre-game loadout phase, and while the starting selection is just okay, it expands as you play. It’s a decent system, and thankfully, the enemies—called the "Hiss"—are just annoying enough to be dangerous without devolving into the absolute clustertruck that Left 4 Dead 2 can become. There are flying units that lob furniture at you, basic runners and shooters, tanky heavies, and a few armored types designed to ruin your day. It’s a good lineup, on paper, but here’s where the cracks start to show.
For all their functional variety, the enemies lack clear visual distinction. There are maybe three types of light units across both ground and air, and good luck telling them apart at a glance. That’s a serious issue in a horde shooter, where identifying and prioritizing key threats is part of the fun—and the strategy.
Worse still, the game suffers from noticeable hit registration issues. Markers for successful hits are slightly delayed, animations can lag behind, and the health bars are too big, too plain, and not especially helpful. Maybe it’s a server-side issue, but it was a constant problem throughout my playthrough.
And that’s not even the worst of it. The Firebreaks may only respond to high-level emergencies, but Firebreak itself has quite a few fires of its own that need putting out.
This Can’t Be A 1.0 Release, Can It?
Despite having a well-thought-out gameplay loop, FBC: Firebreak suffers from one glaring flaw that overshadows its smaller issues—namely, its limited content. And by limited, I mean there are five Job types. Total.
Sure, you can crank up the difficulty, pack in more enemies, and add modifiers to keep things fresh—but that’s expected. Every horde shooter does that. You don’t get bonus points for flavoring the same five dishes. For comparison, Left 4 Dead 2 launched with five full campaigns and eventually doubled that with DLC. Deep Rock Galactic features nine mission types and still throws in an avalanche of modifiers and difficulty tweaks.
Now, two more Jobs arepromised in free updates throughout 2025, with additional content teased for 2026. That’s fine if you’re the patient type—but calling this a 1.0 release and still making players wait for core variety feels a little disingenuous. Especially when the game launches at $40.
I’d also love to see more Kits. The current three—Fix, Jump, and Splash—are solid, even great, but three just isn’t enough. Expanding that roster sooner rather than later would go a long way in helping the game feel like a fully realized experience instead of a mid-roadmap early access build with a full release label slapped on it.
Great Progression, If a Little Confusing to Start
To give credit where it’s due, FBC: Firebreak nails its progression system. Rather than handing you new weapons mid-mission, you’re rewarded after each Job with two currencies: Requisition and EXP. Requisition serves as your spendable currency for unlocking cosmetics and gear, while EXP determines which perks become available for your loadout.
The more you requisition, the more options you unlock—it’s a satisfying tree of upgrades that expands as you invest in it. The same applies to research and perk unlocks. Each Kit also levels up individually, with its own progression path and rewards, giving players who enjoy specialization something to dig into.
It’s a simple, intuitive system that constantly rewards you for playing. The grind is real, sure—but it rarely feels like wasted time, and that’s what counts.
Unfortunately, the game stumbles a bit with its first impression. The tutorial takes a “toss you into the fire” approach, and while that fits thematically, it’s less effective when the explanations are half-baked. Firebreak is a game you really have to play to understand—and that first solo dive can be overwhelming. If you can, bring a few friends along because figuring it all out on your own can feel more like a containment breach than onboarding.
Good Enough Game Released Way Too Early
And that’s my verdict on FBC: Firebreak. It’s built on an addictive core gameplay loop and backed by a solid, rewarding progression system—but it’s held back by a glaring lack of content. For a game priced at $40, the barren mission selection screen feels like a bad joke, and not the funny kind. Content density and variety desperately need to be addressed—and fast.
Then there’s the added hurdle for PlayStation players, who are forced to pay for PS+ just to access the game. That’s more on Sony than Remedy, but it’s still a frustrating barrier that console players shouldn’t have to contend with.
And while we’re at it, Firebreak could use some quality-of-life improvements too, starting with a better way to communicate mid-mission. The current ping system is functional, but rudimentary at best.
In short, this game needed more time in the oven and less time roasting over an open flame. Remedy’s cooked up something with potential here—but there are still a few fires to put out before it’s ready to serve.
Is FBC: Firebreak Worth It?
Maybe Wait For A Few Updates
Honestly, the short answer is no—FBC: Firebreak just doesn’t offer enough content at launch. What’s here ranges from mid to high quality, sure, but there’s simply not enough of it. Quality-of-life issues and variety gaps can absolutely be fixed with a few solid updates, and I strongly recommend waiting for those before jumping in.
As for new Jobs, weapons, or Kits? So far, we’ve got two new Jobs confirmed for this year, and that’s it.
Bottom line: get this game later, not now. At $40, what you’re getting feels more like an amuse-bouche than a full-course meal. But with time—and more content—it might just be worth the price.
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Price | $39.99 |
FBC: Firebreak FAQ
Is FBC: Firebreak Playable Solo?
Yes. According to the game’s developers, although FBC: Firebreak was designed for maximum playability for a squad of three players, the game has been balanced to accommodate a single-player experience as well.
However, it should be noted that FBC: Firebreak will still require a PlayStation Plus subscription to play, as the game does not support an offline mode for single-player games.
Will FBC: Firebreak Have Battle Pass Monetization in the Future?
No, although the game does have, and will continue to receive, optional cosmetic microtransactions. According to the game’s developers, FBC: Firebreak’s existing Requisitions and Research progression was designed to be a permanent way to progress for players, while the Classified Requisitions unlockables serve as the game’s only microtransactions.
There are currently no plans from the game’s developers to implement a battle pass system.
Game8 Reviews
FBC: Firebreak Product Information
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Title | FBC: FIREBREAK |
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Release Date | June 17, 2025 |
Developer | Remedy Entertainment |
Publisher | Remedy Entertainment |
Supported Platforms | PC (Steam, Epic Games) PlayStation 5 Xbox Series X|S |
Genre | Action, Shooter, Multiplayer |
Number of Players | 1-3 (Online Multiplayer) |
ESRB Rating | ESRB T (Teen) |
Official Website | FBC: Firebreak Website |
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