FBC: Firebreak launched today, but Remedy’s team sat down with PlayStation Blog to share a behind-the-scenes look at the development of their first co-op multiplayer shooter. From unexpected inspirations to scrapped titles, the interview sheds light on how the chaos-driven experience of Firebreak came to life.
You can also read the complete interview on the official PlayStation Blog here!
From Dirty Jobs to Overcooked: Embracing the Chaos

According to Game Director Mike Kayatta, early inspirations included reality show Dirty Jobs and even PowerWash Simulator. The goal? Create a sense of meditative action, and then break it with sudden, chaotic combat.
Eventually, the team realized they needed to “embrace the chaos” fully. Overcooked, with its intense, overlapping systems, helped confirm the idea that hectic gameplay could be fun, not frustrating.
“Originally we had only two enemies in a level, it just wasn’t fun. So we cranked it up.”
Challenges of Going Multiplayer

Switching to co-op multiplayer was not the easiest. Anssi Hyytiäinen noted how difficult it was to test systems solo, with plenty of bugs that one player may see that the others don’t.
But once everything started coming together, the team saw the chaotic synergy they were aiming for.
“There’s a long time in development where nothing feels fun. Then suddenly, it all clicks.”
Why Housekeepers Got Rejected
One of the funniest parts of the interview? The story behind the title saga. A partner once pitched the name “Housekeepers” to emphasize the Oldest House setting. Remedy wasn’t having it.
“I got what they were going for… but it sounded like you were playing as a maid!“
Instead, they settled on FBC: Firebreak: a nod to both real-world firebreaks and the Oldest House’s architecture, while still clearly linking the game to Control as well.
If you like chaotic co-op fun, FBC: Firebreak sounds like a wild and weird ride with a whole lot of fire.
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