Fireworks Mania - An Explosive Simulator
by Laumania ApS · 17 Dec, 2020
392 downloads
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 imagesVersion Information
Steam Patch Notes
Official update history
NOTE: This version is only available on the EXPERIMENTAL game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
[img src="{STEAM_CLAN_IMAGE}/36145520/8799b1c78ea87f7e3cf8e63a4e8316ce96919ca4.png"]
Added
A host's description in the Multiplayer list gets cut off when it's long. There's a "Read more" line under it now - click it and the whole thing opens in a window you can scroll
Changed
When the game is working to hold your framerate, firework lights now drop their shadows before it starts thinning out the sparks. The lights themselves stay - it's only the shadows they cast that go, and that is hard to spot in the middle of a burst
Dropped the ID number in front of every name on the Players list - it meant nothing to you and just took up space
Buttons that show a controller prompt now look like a proper prompt on a controller - no yellow plate, just the white glyph and text, with the hold filling a ring around the glyph instead of a bar
The highlight that follows your mouse or controller through the menus is the same everywhere now. It used to be a different shade in nearly every list, and in a few places it was drawn on top of the very thing it was highlighting
Turned the ambience sound down, the daytime one especially - it was way louder than it had any business being (have annoyed me for a long time, just never took the time to lower it)
The main menu blurs and dims the background once you step into one of the tabs, so everything you are reading stays easy to read whatever the fireworks are doing. The front page leaves it alone, so you can still just watch
"Got Join Code?" is no longer a tab of its own. It's a button next to Refresh on the Hosts list, or △/Y on a controller, and it opens a little box to type the code into. Get the code wrong and it's still there when you open it again, so you only have to fix the typo
Fixed
Fixed the Multiplayer list answering a failed refresh with a line of raw English error code. You get a proper message in your own language now, and hammering Refresh no longer causes the error in the first place
Fixed trying to join games one after the other throwing computer-speak at you, instead of just telling you to wait a moment and try again
Fixed the Players list only showing profile pictures for the people on your friends list. Everyone in the game gets their picture now
Fixed the sounds of things banging into each other going quiet in multiplayer unless you were standing about where the host was. You hear them around you again, wherever you are on the map
Fixed a burning fuse connection coming back unlit and at full length when you walk away from it and back again in someone else's game. It now picks up where the burn actually is
Fixed the fuse connecting sound going off again for every fuse around you when you walked back to a show, and when a blueprint loaded. It now only plays when somebody actually connects a fuse
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
[img src="{STEAM_CLAN_IMAGE}/36145520/8ddb4408f3b7c36798bf2d7374bb1d19562354da.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/23d43b176558f2d8daf2a7a5deb9a577aa205e97.jpg"]
Added
Inventory items now have a small menu - right-click an item, hit its ⋯ button, or press ⬜/X on a controller. For now it holds the host's lock/unlock of items, which used to be hidden away on right-click and didn't work on a controller at all
The Friends list in the inventory now has an "Invite friends" button, so you can bring up the invite list without leaving the game to go find it
A new character, Maurice
There's a new prop hidden away somewhere for you to find and unlock. That's all you're getting
Changed
Fireworks stop counting against the host's spawn limit as soon as they are done firing, instead of when the last bit of smoke has drifted away. Fire off a rocket and you can spawn the next one the moment it has burst
Mortars now count against the props limit rather than the fireworks limit. They are stands, and whatever you put in them is counted on its own
The Hosts list in Multiplayer got a redesign. You can filter and sort it now, every host shows its map, players and uptime on one line, and picking one shows a picture of the map it runs
The Hosts list no longer hides games that are full or running a different version of the game. They show up grayed out with the reason instead, so you can at least see they are there
When you host, you now pick who can join - Anyone, Friends or Invite only - instead of just Public or Private. "Private" didn't always mean quite what you'd expect, so now it says exactly what it does
The friends list now refreshes itself while you have it open, so friends you added since you started playing turn up without a restart
The Players list now shows everyone's profile picture, the same way the Friends list does, and its rows got a bit taller to fit (Some UI issues with the volume, buttons etc. will be fixed)
The Avatar tab in the inventory now opens with your current character selected, instead of just starting at the top of the list
The inventory now remembers which item you had selected in each category, so when you come back to a tab you land right back on that item instead of at the top of the list
You can place fireworks twice as fast in multiplayer now, with the wait between each down from 0.2 to 0.1 seconds. If you have hosted before, your host.config still holds the old wait - set MinTimeBetweenPlayerSpawnInSeconds to 0.1, or just delete host.config and let the game make a fresh one
Max Players when you host now tops out at 32, and never goes below 1 - leaving the field blank used to give you a game nobody could join
Fixed
Fixed shells dropping out of the spawn limit the moment they went into a mortar, which let you load up a rack and get around the limit entirely. A loaded shell counts until it has been fired
Fixed not being able to join a game you were invited to when the host had set it to private. An invite now gets you in whichever setting the host picked
Fixed the broken pieces of blown-up props offering a "Pick up" prompt that never actually did anything. Wreckage is moved with the Physics Tool, not by hand
Fixed scenery like fire hydrants shaking and trying to fall through the ground in someone else's game, once an explosion had gone off near them
Fixed the chat saying you have more fireworks in the game than the host's limit even allows, and sometimes saying it twice. It now counts the same way the limit does
Fixed an error showing up in the log when something you were pointing the Physics Tool at in someone else's game disappeared at that very moment
Fixed respawn and teleport not actually moving you when you were stuck on or in physics stuff like props or debris - they now always get you out
Fixed a warning being spammed behind the scenes for every firecracker that was already going off when it came into view in someone else's game, adding overhead right in the busiest moments
Fixed the Physics Tool pushing things you grab up close out to arm's length. They now stay where they are, so you can rotate something in place again
Fixed the Physics Tool not being able to move the broken pieces of destroyed buildings and props when you play in someone else's game - and its purple glow lighting up the whole ruin instead of the piece you grabbed
Fixed the Physics Tool refusing to pick up scenery an explosion had knocked loose, like fire hydrants, when you play in someone else's game
Fixed the smoke on the Bee Hive not lining up with it
Fixed the Weather and Season in Game Settings always showing the same defaults instead of what the map you are playing actually runs with
Fixed the game sometimes getting stuck looking low-quality and sluggish after a heavy moment - like joining a busy game or a big explosion - until Dynamic Performance Scaling was toggled off. It now recovers on its own
Fixed the "Snow" weather doing nothing when you picked it in Game Settings - it now actually snows again
Fixed notifications landing on top of each other when several showed up at once, like when your mods announce themselves as the game loads. They now stack neatly under one another
Fixed blowing up buildings in the City not counting towards the buildings-destroyed achievement. The smallest fireworks no longer chip away at them, so it takes something with a bit more punch
Fixed the button prompt on the startup warning screen doing nothing - holding it on keyboard or controller now skips past the warning, the way it says it should
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
[img src="{STEAM_CLAN_IMAGE}/36145520/e99d25d5f41257cab09cd47cacf74645e5dd20d7.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/e0e0fd96dbd53a9bafc682bf98ca1ae59edcd749.png"]
### Added
- Achievements! From lighting your first firework with the torch to blowing up 500 buildings - and a few hidden ones for you to find. Progress counts from this version on, so everyone starts from scratch together
- A new character, Guanaco
- Characters blink now, so they feel a lot less intense when you stand face to face with someone
### Changed
- The green ghosts showing where a shell will sit got a makeover. They are now a ring around the opening of each tube slot instead of a green copy of the shell and the one you are aiming at is drawn bigger. They also fade in and out instead of blinking, are fainter, and show up further out so you no longer catch them popping in at the edge of your screen
- The ghosts now also show up when you carry a shell with the Physics Tool, not just the Spawn Tool. Aim at a slot and it is pulled into place
- Stuff you throw now with the Physics Tool tumbles through the air instead of sailing off dead flat
- The firework limit in a hosted game now only counts fireworks that haven't gone off yet. With Auto Despawn turned off, everything you had ever lit still counted, so once you hit the limit you could never spawn again
- The year cakes now have their own "New Years Collection" with its own icon, instead of hiding in the "2020 Collection" where they never belonged
- The flashlight beam is wider now, with softer edges, to avoid the odd hard black line on the ground when looking down
- Turned down the glow on the Serious Sam fountain - it was way too shiny with the new look of the game
- The Messenger cake got a smoke trail on its shots, just because
- The list of games to join now scrolls with the right stick, and got the same slim scrollbar as the rest of the game
### Fixed
- Fixed text fields not bringing up the on-screen keyboard when you play without a keyboard, on a controller or a handheld. Searching the inventory, naming a blueprint, typing a join code and so on now all pop it up, like the Workshop already did
- Fixed the button prompts not following the controller you actually have in your hands. Swapping between an Xbox and a PlayStation controller, or picking up a controller after using the mouse, now switches them straight away instead of waiting for you to press a button
- Fixed popups like Save As or Ban Player letting you arrow off them with the keyboard onto things behind them. A controller kept you inside them, the keyboard didn't
- Fixed a popup waiting its turn stealing the selection from the one you are looking at, so pressing Enter could hit a button on a popup you couldn't even see
- Fixed the stuff you drop into a mortar tube alongside the shell being stuck in the world for good once you fire it. Clear All couldn't remove it, and it went missing from saved blueprints
- Fixed player names showing up as a row of question marks in the player list when they aren't spelled with plain English letters
- Fixed shells still turning over on their way down a mortar tube when you feed them in with the Physics Tool. Last time only covered dropping them in
- Fixed the left stick walking you around while you were using it to navigate the inventory. On keyboard you can still walk with WASD with the inventory open, same as before
- Fixed things jittering and sagging in mid-air when you carry them with the Physics Tool in someone else's game. They now sit as steady as they do for the host
- Fixed a join that gets turned away, say because of a version mismatch, still taking up a spot in the host's game for a minute afterwards, so games looked fuller than they were and could keep you from getting back in
- Fixed the main menu flashing the background picture and cutting to black before fading in, if you have the background video turned off
- Fixed a handful of places where a controller could get stuck or lose the selection in the menus - the list of games to join, the shell and mortar size filters in the inventory, the list of saved blueprints, the scrollbar inside a dropdown, and the inventory grid hopping out to the search field after you closed and reopened it
- Fixed the details of a game in the join list sometimes not opening when it got selected for you, leaving you with no Join button - and staying open after a refresh, still offering Join for a game that might not be there any more
- Fixed the "Looping" particle system warnings from base game fireworks
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
[img src="{STEAM_CLAN_IMAGE}/36145520/130f2fcfe1e7387cb2413ba3858927c6102653d8.png"]
### Added
- Sounds are now muffled when something is between you and them, and it tells the difference between being inside and outside. Stand behind a house out in the street and the show mostly just gets quieter while keeping its thump; step indoors and it goes dull, like it is coming through the wall. Both can be turned off under Settings -> Audio
- The Workshop has a new "Recently updated" row, so you can spot mods that just got a new version. It replaces the old "Recent" row, and brand new mods still turn up there
### Changed
- Other players' voices now muffle through that same system, so a wall between you finally sounds like it, and a lamp post no longer muffles someone the way a house does
- Voice chat is a bit louder across the board, as it was easy to lose under a show
- On a controller, the menu actions moved off the sticks and onto the face buttons - starting a game is now a button you hold for a moment, and the prompt on it shows you which one. The button row along the bottom is centered now too
- The Dynamic Performance Scaling indicator in the top left corner is now a readable list instead of an icon nobody could read. It names each thing the game can turn down, and what it is turning down right now goes red, so you can see exactly what is being given up to keep your framerate
- The mod list when you create a game has rows twice as tall, so the mod pictures are big enough to actually tell the mods apart
- Mods you have turned on in that list now get a gold marker down the side of the row, so you can see what is on while scrolling instead of hunting for the little checkmark
- That gold marker is now used all over the menus - the character you are using, the blueprint you picked, the server you selected - and everything you can pick out of a list lights up as you move over it, which most of it simply did not do before
- The mod list when you create a game also performs a lot better, especially if you have a lot of mods
- The featured mods at the top of the Workshop take up a lot less room now, so you get to the rest of the mod list without scrolling past them first
- The Workshop is better at getting mod pictures loaded if your connection is shaky, or if something like antivirus or a school or work network sits in between
### Fixed
- Fixed the game slowly losing framerate the longer you play with mods installed. Every modded firework you set off left a little of itself behind and it piled up over a session - this is the one a lot of you have been reporting for years
- Fixed crouching in first person leaving your view up at standing height instead of dropping with you. Holding a tool happened to make it work, which is why it came and went
- Fixed your character's head lying over on its side while flying fast or crouching. There are still some issues with the head when flying, but flying is gonna be replaced by a drone mode, so I'm not gonna spend more time on it
- Fixed your character craning its head right back with its chin buried in its chest while crouching. Your head now only looks as far up as a neck actually goes, and still tilts up to meet someone standing over you
- Fixed characters from mods bumping into things at completely the wrong size - a 0.9m character walked around in a 2.5m collision shape, so it couldn't get under things it obviously fits under
- Fixed a lit fuse getting dragged up into the sky with the rocket it was burning towards. The burning end now stays where it was lit
- Fixed fuse connections burning through way faster than the fuse type you picked whenever the two fireworks moved about - a rocking rack could take a slow fuse down to a fraction of its time, so the timing you built was not the timing you got
- Fixed a firework now and then sitting out its whole fuse time when a fuse connection reached it, instead of going off right away. It only happened when you play with others
- Fixed shells spinning round and round on their way down a mortar tube when you dropped them in turned to one side. They now just straighten up and slide in, easiest to spot on the long ones
- Fixed the green ghost and the shell snapping going away on a mortar tube once you had fired it, so every tube you used went dead for the rest of the map
- Fixed what you are holding - the see-through preview of a firework, or anything picked up with the Physics Tool - not turning with you when you glance to the side without walking
- Fixed a small stutter the first time each firework sound plays in a map, most likely to notice once a big modded show gets going
- Fixed sounds jumping to somewhere else mid-way through during a busy show - a fountain or a whistle could suddenly sound like it came from across the map
- Fixed chat and voice dropping out at the start of a game you host and having to reconnect themselves. That usually covered the first player turning up, so whatever they said on arrival went nowhere
- Fixed the Workshop leaving mod pictures stuck loading forever and mods stuck on "Downloading". A download that fails now gives up straight away and gets another go, instead of that mod staying broken until you restart the game
- Fixed the main menu flashing the still background picture for half a second every time you start the game, before the video cut in over the top of it. It now fades up instead
- Fixed more of the memory the game held onto as you played - going between the menu and a map left about 47 MB behind every single time, and the friends list kept a fresh copy of every friend's picture each time it updated
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
[img src="{STEAM_CLAN_IMAGE}/36145520/9231c0d01acdc2abe252f065814269040809828f.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/8b247142608cd6e3b5b587e0f41efcb347309360.jpg"]
This update is HUGE, mainly internally to try and fix some of the performance issues, especially the ones happening in longer sessions. Still haven't found the smoking gun, but have found a lot of minor things, that might when added up is the smoking gun - we will see. At least I have tried to fix as many as I could.
Its not all internal stuff as you can see below, there are visual and game feel things too 🤓 For instance, I'm much happier with how the player feels to control now, give it a try.
### Changed
- Your character can now glance around without spinning on the spot - look to either side and only the head turns, until you look further round or start moving. It mostly matters for everyone else in the game: you can see which way other players are actually looking, instead of them always facing whatever they look at
- Crouching finally looks like crouching! Your character used to just get squashed down to half height, which was always meant to be a placeholder - now there is a real crouch, and crouch walking in every direction has its own animation, for you and for everyone else in the game. What you can duck under also matches what you see much better. One thing worth knowing: crouching no longer shrinks you quite as much as it used to, so a few very tight gaps you could slip under before may not let you through anymore
### Fixed
- Fixed your character sliding along the ground with its feet standing still after you stop running - it was even easier to spot on the other players. You still slow down with a bit of weight to it, but your feet now keep up with you the whole way down to a stop
- Fixed your character's feet skating along the ground while you walk and run, in every direction - forwards, backwards and sideways. Like the sliding above, it is mostly something you notice on the other players
- Fixed the game freezing up when a player joins - for both of you, and the bigger the show you had built, the longer it lasted. Your setup now fills in around the joining player in the background while you both keep playing, so a huge or heavily modded one takes a while to arrive completely, but it stays smooth the whole way. It should also fix really big setups where joining could silently fail
- Fixed fireworks quietly ending up out of sync when you play with others. When a lot happened at once - loading a big blueprint, a busy show, or somebody joining - things could go missing on the other player's screen and stay wrong for the rest of the game
- Placing mortar racks is faster, so the little freeze when you drop a big rack down, or load a blueprint full of them, should now be noticeably shorter
- Placing fireworks from mods is a bit faster too, so the little hitch when you drop a big modded rack or cake down is shorter than before
- Fixed the game slowly claiming more and more memory the longer you play, as every mod sound you set off stayed loaded for the rest of the time the game was running. Sounds you have not used for a while are now cleaned up while you play, and sounds used in a map are let go when you leave it
- Fixed the see-through preview of a mortar rack twitching and jumping back and forth on its own while you look around before placing it. Holding a mortar or a mortar rack no longer tries to drop it into another rack's tubes either, so placing racks next to each other doesn't fight you anymore
- Fixed the number keys and the flashlight key not reacting properly once you had played more than one game without restarting
- Fixed a fuse left hanging in mid air when you have the Fuse Connection Tool in your hands. If the firework you started a fuse from disappeared before you connected it to something, the half finished fuse just stayed there floating, and putting the tool away and taking it out again didn't help
- Turning off Dynamic Performance Scaling in Settings -> Advanced now really does turn it off. Fireworks further away than about 130 meters still had their spark collision taken away, so sparks fell through the ground instead of bouncing off it. Fireworks now play exactly as they were made when the setting is off, and switching it off during a show puts everything back right away
- The flashlight beam no longer looks like a solid cone with the end chopped off. It now trails off gently towards the far end and its edges are soft, so it reads as light hanging in the air instead of a shape, and it is just as bright as before
- A mod that asks for a sound which doesn't exist no longer costs you performance every single time that sound should have played
- Fixed a handful of memory leaks where each game you played without restarting left a little of itself behind. This kind of leftover buildup is one of the suspects for the game slowly losing performance over long play sessions, and this is a first batch - the hunt continues
- Fixed fireworks quietly eating framerate while doing nothing at all - fuses just standing there before they were ever lit, rockets and whistlers, and mortar racks worst of all, especially loaded ones. In a long session with lots of fireworks placed this could eat a third of your framerate or more, so big builds and long shows should now run noticeably smoother
- Fixed being told a game was full when it wasn't, with a cryptic error code on top, after sitting through the whole mod loading first. Accepting an invite no longer takes a spot in the host's game before you actually join, so a host stops losing slots that nobody is using
- The messages you get when you can't join someone's game now show up in your own language, and say what actually happened - that the game is full, that it has already ended, that the code doesn't match a game, or that the two of you are on different versions
- Fixed rockets, whistlers and firecrackers vanishing into thin air the moment they were supposed to explode when you play with others. If you weren't the host you never saw the explosion at all - strobe rockets got it every single time, normal rockets now and then. Everybody sees the whole explosion now
- The Christmas lights now actually look like the colour they are supposed to be after dark. The blue one glowed a washed out purple, the red one came out orange and the green one went pale towards white - all four read properly now, and they glow just as much as before
- Fixed pulling the fuses off a firework only working for yourself when you have joined somebody else's game. They disappeared on your screen while everybody else still had them attached, so lighting one of the other fireworks still set it off. Removing fuses now works the same for everyone, no matter who does it
- Fixed the other players you fly around with dropping out of the flying pose and standing upright in mid air, while they were in fact still flying. It happened whenever anybody picked a new character in the Inventory, and to everyone already in the game when a new player joined. The same thing also cut short an emote somebody was playing, so both stay put now
- Fixed used up fireworks still costing you framerate when you play with "Auto Despawn Used Fireworks" turned off. They go quiet once they are finished now, and still stand where you left them like they should
- Fixed some modded fireworks leaving an invisible piece of themselves behind in the world when fired. It couldn't be removed with Clear All and kept costing framerate until you left the map, so a show full of those got heavier and heavier. The game now sorts them out as they load
- Fixed some fireworks never finishing, so they stayed where they were after the show was over and kept costing you framerate for the rest of the time you were on that map. Mostly a modded thing, and every single one you lit added another to the pile - they now play out once and disappear like everything else
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
[img src="{STEAM_CLAN_IMAGE}/36145520/631a9bad7e3ec06ace8ccef3c15cada192dd4b27.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/5268af8897f69107624c4ebb4ed8816194339ecf.jpg"]
### Added
- First batch of the new characters is in - 21 brand new ones have replaced the old character list in the Inventory, so the ones you know are gone for now. More will follow in the coming versions, and if you had one of the old characters picked, you'll start out as the new default one
- The chat window now shows if voice and text chat is actually connected: green when you are connected, amber while it is connecting or trying again (with a countdown), and red if it gave up. It is only there when you play with others
- New indicator in the top left corner that shows up when the game turns down effect quality to keep the framerate up during a heavy show, and fades away once you are back at full quality - so you can tell the difference between the game helping out and the game just looking off. You can turn it off under Settings -> Advanced. This Dynamic Performance Scaling have been changed a bit, which right now means it's not really helping that much, but I'm trying to see if I can make it do more, that are more effective, at the cost of some visuals - however you can always disable it in Settings, if you rather have sporadic low fps. Anyway, work in progress
### Changed
- The "Players" tab in the inventory now has its own two tabs, "Players" and "Friends", instead of squeezing both lists next to each other. Each one gets the narrow width in the middle of the screen like the rest of the game to make it easier on the eye
- Renamed the "Host" tab in the inventory to "Game Settings", as that describes much better what you actually find in there
- The automatic quality scaling no longer takes away firework lights and trails when a lot is going on. They were the most visible thing it removed and gained almost no framerate, so now they stay no matter how busy it gets
- Toned down the bright flash when a propane tank explodes, as it was a bit too intense with the new look of the game
- Updated the engine and networking packages the game is built on. Nothing you should notice while playing, it just picks up a bunch of under the hood fixes
### Fixed
- Big explosions and big shows run a lot smoother. The freeze when something like the KarlsSon rocket tears down a whole street had several different causes, and this version goes after all of them: the wreckage now appears spread over a few frames instead of all in the same one, fireworks and debris no longer do a pile of hidden work the moment they spawn, impact sounds are only kept track of for things close enough that you could actually hear them, and one heavy frame no longer snowballs into a real freeze by making the game catch up on all the missed physics at once. A big chain reaction now stutters briefly instead of locking up, and the slower your machine, the bigger the difference
- Fixed the game freezing for a moment when many mod sounds played for the first time at the same time, like when a big show or chain reaction goes off. This was especially noticeable on slower machines
- Fixed rockets flying much higher than they should when the game turns down physics quality to keep the framerate up during a busy show. Rockets now reach the same height no matter what is going on around them, and explosions push things around with the same strength too
- Fixed a hiccup when you load a blueprint into a map where things are already exploding - fireworks and propane tanks that appear right next to an explosion now catch fire properly, and loading a big blueprint into the middle of a chain reaction no longer upsets the game
- Fixed burned out fireworks blinking out of existence in an instant when you play with others. Everybody now sees the same little shake and shrink when a firework disappears, instead of only the host
- Objects removed with the Eraser Tool now shrink away with that same little animation instead of blinking out, and everybody playing sees it
- If a mod contains a firework that is missing its size setting, loading the map still stops - the firework would misbehave in all sorts of ways otherwise - but the error message now tells you exactly which items are at fault and which mod they came from, so you can let the mod's author know what to fix
- Fixed voice and text chat staying dead after the connection to the chat service dropped. It gave up after about 30 seconds, so you were left without chat until you noticed and typed '/reconnect' yourself. Now the game keeps trying on its own for around 10 minutes, and the chat window tells you what is going on - '/reconnect' is of course still there if you want to force it
- The "Players" and "Friends" headings in the inventory were stuck in English no matter what language you played in. They now show up in your own language like the rest of the game
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
[img src="{STEAM_CLAN_IMAGE}/36145520/669e221cc8f71a3d1716f45fb6b4c37dad213923.png"]
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Changed
- Inventory items are now grouped: base game items first, then each mod's items together, with the mods sorted by name - so it's easier to find things and see what each mod adds
- Updated Japanese and Ukrainian translations
### Fixed
- Fixed items from some mods (typically mortars and shells) being invisible to other players in multiplayer - the player spawning them saw everything working fine, but for everyone else nothing appeared. Now everybody sees the same fireworks again
- A single broken asset in a mod can no longer silently break multiplayer spawning for everything else in that mod
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
[img src="{STEAM_CLAN_IMAGE}/36145520/73899ef5e50d0fd679fa73598e1dd7428ba83d35.png"]
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Changed
- Loading the game with a lot of mods is now much faster. In my test with almost 400 mods enabled, loading went from about 5½ minutes to just under 3 minutes. Closing the game with many mods also no longer takes forever - it now closes right away
- Unlock notifications now show the icon of the item you unlocked next to the text, so you can see what you got at a glance
- Inventory items are now always sorted alphabetically, so things are easier to find
- The Flashlight Intensity slider now goes from -15 to +15, with 0 in the middle being the new default. The flashlight itself got a new default brightness that fits the new look of the game better, so most of you probably don't need to touch this setting at all
- Toned down the glow on the spotlight prop, the fuse tool text and player names, as they were a bit too glowy - part of the ongoing polish after the new postprocessing look
- Updated Danish, Korean and Vietnamese translations
### Fixed
- Fixed the game freezing for several seconds when opening the Inventory or switching tabs, and the framerate dropping while it was open, if you play with a lot of mods. The Inventory should now be fast and smooth no matter how many mods you have installed
- Fixed the framerate dropping a lot in the main menu when you have many mods
- Fixed impact sounds (things hitting the ground and such) only playing for the host in multiplayer - now everybody hears them
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
[img src="{STEAM_CLAN_IMAGE}/36145520/c7c1c1b1918d83caf07f71f0218d897981c4e2a0.png"]
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Changed
- The workshop UI now has the Fireworks Mania background/look instead of the default mod.io style, so it doesn't feel like a foreign UI dropped into the game anymore. More tweaks will probably come, but it fits the rest of the game much better now
- Mod list items now show the mod info directly on the item itself instead of in a tooltip popup, so you can see the important stuff at a glance without hovering around
- Tuned the default ambient occlusion profile so shadows in corners and around objects look more natural and less odd
- The "Skip" button on the startup warning is now selected right away, so you can skip it immediately with a gamepad without having to navigate to it first
### Fixed
- Fixed the "Clear fireworks" and "Clear props" buttons in the Inventory doing nothing
- Fixed fuses showing up all white instead of their proper materials (they were actually the right fuse types, the bug was the color of the fuse type that was wrong)
- Fixed the host row in the multiplayer list looking odd with weird placeholder text by default
- Fixed a random tab (or even the dev console field) sometimes being selected at game startup when using a gamepad
- Fixed gamepad selection getting lost when reopening the Game Menu or Inventory, which could leave you unable to navigate the UI
- Fixed the vsync watchdog sometimes falsely disabling vsync, which could cause screen tearing
- Fixed the dynamic performance system sometimes starting out at low quality in a new game session, because it was measuring performance during startup/loading where the framerate is naturally all over the place - it now waits until you are actually in the game before it starts adjusting anything
- Fixed the dynamic performance system slowly scaling quality all the way down when the framerate is capped (like with vsync), as it mistook the capped frame times for the game struggling
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
[img src="{STEAM_CLAN_IMAGE}/36145520/5e30bea343d73386b81c13b5831b78413098dc92.png"]
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Changed
- Reworked how the game automatically scales down effects to keep the framerate up when a lot is going on. Before it was pretty much all-or-nothing, which could be very visible when it kicked in. Now it scales smoothly in small steps, starting with the things you are least likely to notice, and fireworks far away are scaled down before the ones right in front of you. During really heavy load (like huge chain reactions) it also trims effects that are already playing, but only in ways designed to be invisible - particles you can already see are never removed, and an effect is never scaled back up mid-flight - so ideally you shouldn't really see it working, you should just get a more stable framerate, especially in big shows
- As a follow up to the new postprocessing profile from last version: adjusted a bunch of base game materials and lights (streetlamps, ceiling lights, flashlight, torch, fuses, sky/weather and more) so they look more right with the new profile and aren't overly glowy anymore. Still miss to go through some of the base game fireworks, as some particles are a little to glowy/strong now I think
### Fixed
- Fixed the game showing a startup error and not loading any of your installed mods when starting without internet. The game now starts up cleanly offline and your already downloaded mods load and work like normal (workshop browsing and multiplayer of course still need internet)
- Fixed mod names sometimes staying blank in the mod lists if the list was shown before the mod details had been loaded from mod.io - the rows now update themselves as soon as the data arrives
As an example of what I mean by the base game maps being overly glowy and bloomy prior to this update.
Before
[img src="{STEAM_CLAN_IMAGE}/36145520/22dcc0b3b137a39622a7741f4c06ae0913485fea.jpg"]After
[img src="{STEAM_CLAN_IMAGE}/36145520/39d0fbb849617093de43aa0a5cebbbcd3d83866b.jpg"]
Before
[img src="{STEAM_CLAN_IMAGE}/36145520/54b6ac80237f0b5da34fb78fae4cb7c98034793d.jpg"]After
[img src="{STEAM_CLAN_IMAGE}/36145520/7629b611ab5ad0d1019499cee7c1dc1b687bd662.jpg"]
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
[img src="{STEAM_CLAN_IMAGE}/36145520/a5f0d4547a3e1296154054459278de1312d8f69f.png"]
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Changed
- Reverted firework particle materials back to how it was in v2026.2.2, as the glow/emission changes introduced in v2026.7.1 changed the look of fireworks more than intended. I also updated the base game postprocessing effect profile to be much closer to BGM - it make the default maps and some stuff glow way more than I like, but I'll try it now to hear what you guys thing about the look of the fireworks with this profile. If you like the look of the firework I can also the various materials for streetlight, tools etc. to make it look better and less bloom/glowy
- Reworked the Bloom setting once more based on your feedback: the slider now sets the bloom intensity directly, from 0.0 to 10.0 in 0.1 steps, where 0 turns bloom completely off. No more weird multipliers behind the scenes - what you set is what you get. The default of 6.0 matches the game's default look
- Removed the authentication method selection that popped up when signing into mod.io, as it was a bit odd and didn't really give any benefit - it now just signs you in via Steam like before
### Fixed
- Improved the bad word filter for names: updated the word list, and the filter now also catches phrases and words written with symbols, which it silently ignored before
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 game version/beta. You manually need to switch to it in Steam. Right Click on Fireworks Mania -> Properties -> Game Versions & Betas -> "Experimental". To go back to the normal version, change it to "Default Public Version".
[img src="{STEAM_CLAN_IMAGE}/36145520/a5f0d4547a3e1296154054459278de1312d8f69f.png"]
Please note that this is work-in-progress stuff. There might be bugs, features might never end up in the real version of the game and things might be a little odd.
However, I share this version as I need your feedback to help me shape the game - thanks for taking your time helping shape the game 🤓
### Added
- The workshop UI is now translated into 10 more languages, so it's now available in all the same languages as the rest of the game (Belarusian, Czech, Danish, Dutch, Finnish, Hindi, Lithuanian, Norwegian, Swedish and Vietnamese were missing before and fell back to English)
### Changed
- Updated the mod.io SDK to the newest version (v2026.7) with various fixes and improvements from their side
- Swapped all the gamepad button icons for binding prompts to a new and more complete icon set, so pressing a stick now has its own icon (before it looked the same as just moving the stick) and all d-pad and stick directions have proper icons too
### Fixed
- Fixed Japanese and Chinese text in the workshop UI showing wrong/missing characters
- Fixed the mod.io consent text being shown in the wrong language for a bunch of languages
- Fixed the Brightness setting messing with the intended look of the game, where even the default value could make the auto exposure behave wrong and make things look darker than they should. Brightness is now applied on top of the game's default look, so the default value gives you exactly the look that was intended
- Fixed input getting stuck in UI mode if you closed a mod's custom UI (like a BGM manager) really fast with ESC, which could leave you unable to get back to normal gameplay controls
YouTube | Twitch | Twitter | Discord
- Happy testing, enjoy! 🤓🕺
[dynamiclink href="https://store.steampowered.com/app/1079260/Fireworks_Mania__An_Explosive_Simulator/"]
Current Release
Build 24891849
Uploaded Aug 24, 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
Needed when extracting (WinRAR / 7-Zip) — not a site login.
7E04B9ED
6d5b6d2a7010355c79ba84971277ba8e185d4c0fc8fb5962da724ca41c4be22d
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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.