About the Game
Play by yourself or play with others in community hosted games.
The built-in Workshop gives you access to thousands of items created by the community, like fireworks, props, maps and characters.
Eventhough the game is created to be a casual game where players have fun for a short while, the game can easily entertain creative players for hours, as they setup a firework show or explore the environments in the hunt for things to blow up.
Not two play-sessions are the same, as the game is heavily physics based, resulting a different outcome every time. This often leads to fun moments, when things are not going as planned.
- Enjoy!
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
NOTE: This version is only available on the EXPERIMENTAL beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
[img src="{STEAM_CLAN_IMAGE}/36145520/d10a02bbf95f900f987f5fd26e3ffb13fbe48393.png"]
### Changed
- Changed the way items are shooting out of a mortar, in the attempt to make it feel a bit better. However, still some effect, just drops down as soon as they play and its really hard to make a general solution to that, given the way things works internally. However, I tried to improve it
- Cleaned up some of the loading backgrounds that was not in the correct size/aspect ratio
- Changed some logic to clean up loading background from memory when leaving the Loading scene
### Fixed
- Attempt to fix some DOTween related warnings about null reference, with a newly found .SetLink method (You learn something everyday right)
- Attempt to fix an issue where you lost control of the mouse after spawning an item and quickly after pressed 1 to select Ignite Tool (Not fully sure it works as I didn't have the problem, however, I have fixed an null reference that came here, which I hope will fix this issue for the players that have it)
YouTube | Twitch | Twitter | Discord
- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
NOTE: This version is only available on the EXPERIMENTAL beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
[img src="{STEAM_CLAN_IMAGE}/36145520/fe7b44b0558478454aeaaf46b6a33122f45aafd6.png"]
### Changed
- Tweaked and changed the smoke to be less visible to not take focus from the fireworks, at the same time of having visible smoke to give the "New Year" vibe. (A lot of tweaking, which ended almost back at where we started)
- Downgraded to Unity 6000.2.10f1 again, as there seems to be a FPS shutter issue in Unity 6000.3.x for some players. Sadly we just have to wait it out and see if Unity fixes it, as I have no way of reporting it, as I cannot reproduce it on my machine
### Fixed
- Fixed bug where items shooting out of a mortar was not visible for clients
YouTube | Twitch | Twitter | Discord
- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
NOTE: This version is only available on the EXPERIMENTAL beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
[img src="{STEAM_CLAN_IMAGE}/36145520/ae9f7ceb534573aef9ebb41854df050c376a5734.png"]
### Added
- Made the last few buildings in City destructible, so now ALL buildings should be destructible. Also tweaked the explosion effect
### Changed
- Lowered the intensity and range of the lights from the Propane tank explosions
- Lowered the intensity and range of the Karl's Son and Tims effects, as it was a bit too much
- Improved the explosion effect of the church a bit so it's a bit more crazy
- Changed the and aligned the distance the various explosion effect can be heard to make it more similar. Before some were very loud far far away and others not, gave an odd feeling
- Updated translations from https://crowdin.com/project/fireworks-mania
### Fixed
- Fixed warnings when loading City about issues with SM_Env_Sidewalk_Merger
- Fixed issue where fireworks from Cody's shop was never despawned/hidden on clients after they were completed
YouTube | Twitch | Twitter | Discord
- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
[img src="{STEAM_CLAN_IMAGE}/36145520/6908be18995f2e95a874c81b63d6fef1db5eecac.png"]
### Changed
- Changed the MainMenu video background
- Minor improvements and changes to the Cake 2026
### Fixed
- Fixed bug where you couldn't throw items if you where too long away from the host
- Fixed issue where you couldn't switch to "Empty Hand" after you threw an item
- Attempt to fix the UI issue with the Better Graphics Mod
YouTube | Twitch | Twitter | Discord
- Enjoy!
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
[img src="{STEAM_CLAN_IMAGE}/36145520/38be0141f57cf72d5795a1e3e961917a3d908a50.png"]
### Added
- Added Cake 2026
- Added new "Storm" (thunder) weather type
### Changed
- Changed the "Slow down, wait 0 seconds before spawning again" message. This now only shows if the seconds is actually more than 0 whole second, as it's stupid to keep showing you need to wait 0 seconds
### Fixed
- Fixed issue where pressing ENTER to do new line in the Create Host "Description" field was not working
- Attempt to fix issue where you could get stuck in the ingame menu and still moving around in game
- Attempt to fix the issue where players wouldn't auto respawn if falling off the world. However, it can still happen, due to how the physics works in the game. You can always manually respawn via the ingame menu though
YouTube | Twitch | Twitter | Discord
- Enjoy!
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
[img src="{STEAM_CLAN_IMAGE}/36145520/13e72fa4805d9b6ca85f1830ac717d33630df6cc.png"]
### Added
- Added key rebindings for Teleport and Tools Menu
### Changed
- Updated some of the destroyed buildings in City to not be see through from the bottom
- Increased the duration of the fire and smoke on some destroyed buildings in City
### Fixed
- Fixed bug where unlockable items was not unlocked when you walked into the blue question mark
- Fixed bug where 1-5 number keys was not always working
YouTube | Twitch | Twitter | Discord
- Enjoy!
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
NOTE: This version is only available on the EXPERIMENTAL beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
[img src="{STEAM_CLAN_IMAGE}/36145520/04ddefc8eaab71e97581855cb61677fdabedd3ec.png"]
### Changed
- Improved the general building explosion effect (including new sounds for some smaller buildings)
- Made more buildings destructible in City
- Upgraded various packages (DOTWeen and MasterAudio)
- Removed HotReload package, as it was resulting in a lot of warnings in the log at startup. Is a developer tool only and should never be included in a build of the game, but it kept doing it and couldnt avoid it, so removed it completely
### Fixed
- Attempt to fix issue where some sounds are sometimes not played if a lot of sounds are played at once
- Attempt to fix the vSync bug with a workaround, as vSync seems to currently let the game just run at full power with no fps limit, which is not ideal
YouTube | Twitch | Twitter | Discord
- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
### Changed
- Changed how the logic to enable particles to be affected by wind, so it is now only done to Inventory prefab objects, instead of all prefabs in the mod. The reason is this affected some prefabs and particle systems that we don't want to be affected by wind, like the flame on the custom lighters mod
### Fixed
- Fixed bug where you could not use the mouse to look around after picked up object were destroyed while rotating it
YouTube | Twitch | Twitter | Discord
- Enjoy!
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
NOTE: This version is only available on the EXPERIMENTAL beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Betas -> "Experimental" in dropdown. To go back to the normal version, change it to "None".
### Changed
- Attempt to improve audio playback when many of the same sounds are played fast after each other
- Forcing all particle systems in mods to be ParticleSystemCullingMode.Automatic, which could give a bit performance improvement in some cases
- Upgraded NGO to 2.5.1 + in general updated a lot of internal packages to stay up to date
### Fixed
- Various attempt to fix some errors, however, some are no something I can fix as it's a mod that simple missing some stuff. However, have tried to improve the error logging and message a bit to make it easier for modders to spot that there is a problem
- Attempt to fix what seems to be random TextMeshPro errors. I haven't been able to recreate it, therefore I shooting in the dark here, trying to fix it
YouTube | Twitch | Twitter | Discord
- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
### Added
- Added a new "consent" flow to allow players to allow or deny analytics data being collected. However, I would much appreciate if you allow it as it help me know how players are using the game, what errors happens etc. Also included acceptance of the mod.io terms in this new flow at game startup, to make it a little simpler for players, instead of having to accept the terms once you go to the Workshop the first time. The issue is you can get in so some situations where you start a game, but mods are not actually loaded because you haven't accepted the mod.io terms.
- Added a new "fm-host-windspeed" command to set the windspeed. Eventually it will be possible to do via UI, but lets test it out a bit as a console command first
- Added UI to "Host" tab that list banned players, with the option to unban them again
- Added confirmation UI when banning a player, including a text field to write a "reason". This reason will be shown to the banned player but also show up in the list of banned players, to make it easier for the host to remember why this player was banned
### Changed
- Added some metadata to logging to help troubleshoot issues in the future
- Added logic to turn off shadow casting and receiving for all particle system renderers in mods, for performance as it might be on and should never really be needed
- Upgraded to Unity 6000.2.6f2 due to security patch
- Optimized textures by using SpriteAtlas for some UI assets
- Optimized loading time (specially when loading a lot of mods) by lowering the number of possible simultaneous sounds while changing some other things, so you shouldn't be able to hear the difference, however loading times are improved
- Optimized memory (and potentially FPS) by replacing even more materials when loading mods
- Improved some logging of exceptions, which should help troubleshoot some exceptions going forward
- Updated translations from https://crowdin.com/project/fireworks-mania
- Optimized some ingame textures and are now using sprite atlas for some of the 2D textures, which should help on both memory and render performance
- Improved some logging of exceptions, which should help troubleshoot some exceptions going forward
- Made a few changes to try and help make the game more stabile and in cases where stuff fails have better logging and metadata
- Minor changes in game to support new Mod Tools version that support Netcode for Gameobject features, which have not worked from mods before. This change will allow modders to do network logic, which have not been possible before. Prepare yourself for a wave of new type of mods hitting the workshop - at least it will be possible when the new Mod Tools have been tested fully and are released
- Upgraded Netcode for Gameobjects to 2.5.0
- Minor performance improvement on the Ultra quality setting, by lowering the shadow distance, as it was way to far where you couldn't see it anyway
- Made the black background in popups less transparent, so its easier to read
### Fixed
- Fixed RayFire Church warning in Town
- Fixed the "leaked allocation" warnings, which was fixed by upgrading to Unity 6000.2.6, meaning it WAS a Unity bug
- Fixed low fps bug when looking at the sky, EnviroSky playing tricks on me again, but think I got it cornered now so it can't act up again with this issue again :)
- Fixed bug where StartupPrefabs where spawned twice if the StartupPrefab was defined in a map mod
YouTube | Twitch | Twitter | Discord
- Enjoy!
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
Current Release
21784308
Uploaded Apr 30, 2026
System Requirements
How to Install
Fireworks Mania.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
250 MB
21784308
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View AllDownload Fireworks Mania - An Explosive Simulator for PC with a direct link or via torrent. Get the full version of Fireworks Mania - An Explosive Simulator for free. Fireworks Mania - An Explosive Simulator is a Action released by Laumania ApS.