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}/36145520/3d3aeaacfbf4cfa0535b48fc8d33f53aab9368d5.png"]
### Changed
- Increased Physics Tool range from 20 to 30 meters
- Updated the UI showing info about the mod the selected firework is from in the Inventory
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/ad30a5175784cfaa19527c2c912c9a2719d95da0.png"]
### Added
- Added temp command to adjust flying speed. You can only adjust your own fly speed and its not saved, so its per host session. fm-player-fly-speed (0-40)
- Added logic to now skip an loading background by pressing space. Right there there are no UI showing you can do it, but its there and the loading backgrounds are kept for longer per default to give people a change to read it
### Changed
- Updated various billboards in the City with workshop ads
- Updated background image and video in MainMenu
- Changed how background video is loaded, to save on game size and memory usage
- Changed the way the game identify what item you look at, to be a bit broader for easier hitting smaller items
- Updated translations from https://crowdin.com/project/fireworks-mania
### Fixed
- Fixed the annoying start up errors that we have had for years! So there should be no more red errors in the console or player.log just from starting 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 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}/36145520/8b651bdd631cb6ad8d243eca54ecd600201134d2.png"]
### Added
- Added settings to turn on/off the "Grain" postprocessing effect. It apparently annoyes some players :)
### Fixed
- Fixed the native mouse cursor being visible when GamePad is the active input device
- Fixed that you cannot moved when the Inventory is open and you are using a controller/gamepad, as before the player might be moving while navigating the UI depending on how you were navigating
- Attempt to fix or at least improve a bit, that other players in a game were sliding when starting and stopping running and moving in general. It's still there a bit, but it's a bit better now
- Attempt to fix how tooltip icons for input actions are layed out to try and improve the sharpness of the icons. Its not fully working in all resolutions, but it should be improved and at least the case where some one pixel lines where not shown should have been fixed
- Fixed odd font artifacts that could occurre in some resolutions
- Fixed null referecen exception in Spawn Tool in some scenarios
- Fixed head being rotated all wrong for some custom avatars/characters
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/dde7322aaf7c0e1d8d240642b7b0312801680e74.png"]
### Added
- Added UI Scale setting
### Changed
- Improved Spawn Tool so the placeholder object now move smoother
- Improved the Physics Tool so the object you move now move smoother
- Improved the PickUp Tool to the object you hold now move smoother
- Increased the width of the Physics Tool laser
- Improved the controller/input tooltips. Changed the icons for keyboard/mouse inputs and the actual key you have rebound is now shown. Furthermore, icons for PS5 and Xbox controller is now shown if a controller is used
- Changed/tweaked the default PostProgressing effects
- Decreased the max FOV setting to 120 from 140, 140 was simply too much and looks too weird
- Updated the fly animation to be more superhero like, because why not
### Fixed
- Fixed notification taking up the entire width of the screen
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/ee068ddbde0b5615b08cfb92f15c9dc4cd1f727e.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/da9bd964bd5b7f1ce8de9dbac7b272af453ae543.png"]
### Added
- Added a new "dynamic performance" feature, which is turned on by default. The reason for this is to try and at least keep the FPS to a somewhat decent level, even when a lot of stuff goes off. Its of cause not always possible, but the game now tries to disable various particle system modules and decrease the physics calculations, when the fps gets below 50. Its still work in progress, but it actually have a big impact on the FPS fx when the fireworks store blows up
- Mouth movement now also happens on the local players own avatar when you speak, if the avatar supports it of cause. Previously, you could only see other players moving when they talked. This is for instance useful if you record video showing your own avatar while talking
- Added a first draft of logic so players can now "rocket ride" a bit again. It's still not working if the rocket shooting directly up, but put a bit of angle on it and stand on the side, not the top, of it and you go for a fly. This logic also applies to other stuff you can stand on. You can even move for instance a crate now, with another player standing on it. This change the way you "prop walk" as the game now calculate things in a different way
### Changed
- Decreased the flying speed, simply to not have players almost teleporting around the map
- Internal changes to how the UseTool work (the tool you cannot see, but makes it so you can press E and use things). The tooltip is now more stabil and not jumping back and forth and it detects what can be used in a better way
- Removed the "Press C" from the Push to talk setting, as the controls can not be changed, meaning it might not be C you need to press.
- Furthermore added back localization of some settings text that some how was not connected
- Improved the UI navigation with a controller. It's still not fully working but it's better. However, I consider and will do a test of a "virtual cursor" as it will be more stabile and easier to do
- In relation to the above, I have reorganized a lot of prefabs and some UI styles, so the buttons for instance in the game look a bit different now
- Updated the mod rating in the Inventory. Both in terms of visual as it now shows thumbs up/down, but thereby also the way it's shows, it's not how many up/down votes the mod have, not just a odd number that really wasn't representative for the mods actual rating
- Shortend the distance you can use the Physics Tool, simple so force players to be closer to the objects they are manipulating
- Increased the amount of sounds that can be played at once a bit, as some sounds were in some cases cut off if too much was happening
### Fixed
- Fixed the camera movement when in fly-mode, it was making some players feel sick, so changed the fly animation to one where the head moves less
- Fixed bug where some particle system might run when showing the "placeholder" version of an object with the Spawn Tool
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}/36145520/5f4f4f044de3f6e064f63be67c96c83e7fa49fa2.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/4b8b27564c1c5545728474045e26b4424cc98936.png"]
### Added
- Made Spawn Tool network enabled, so you can now see what other players are about to spawn
- Made Physics Tool network enabled, so you can now see the laser from the player grabbing an object. Furthermore, the grabbed object is now also outlined if you are fairly close to it
### Changed
- Changed how the Physics Tool work technically. This have the effect that when you move objects around now, they can actually collide and move other object. Prior to this, moving things as a client in a game, could feel a bit weird as other objects wasn't behaving as expected when you bumped one object into another
- Physics Tool now always shoots out a laser/beam, even if you don't hit anything to pick up. This is to indicate to the player that the tool works, you just didn't hit anything
- Changed a bit how the Brightness setting works, so it should have a slightly bigger effect now
- Upgraded various packages like Vivox (Text and voice chat), NGO (2.11.0) and others
- Updated translations from https://crowdin.com/project/fireworks-mania
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}/36145520/943a73c10e94402826f9a7c561132c2d46fce92a.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/a0ac3fc0f695e310689b8bdcc332d8c553dc9467.png"]
### Added
- The list of mods used in a blueprint is not saved in a blueprint. This also means, going forward, if you load up a blueprint and miss one or more of the mods the blueprint was created with, you get a notification popup informing you about it
### Fixed
- Fixed "Out of memory" error for some fireworks from the Workshop. Was a general thing, that could happen in some cases
- Fixed "Look" (Right Thumbstick on GamePad/Controller) so its not dependend on the frame per second, but move at constant speed no matter how fast the game runs
- Fixed (potentially) bug where some items could be left behind and never cleaned up after loading a blueprint many times or just spawning a lot of items. Not 100% sure it's fixed, but did see some potential causes for this and fixed that
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}/36145520/5321637ba78b9a59d0e1698e29a58dc457d5f6d3.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/b40be1cbcaa62d5fa0fb483aa072fade92bfce29.gif"]
### Added
- Added host setting to enable/disable fly mode
- Added logic so when you press "jump" when in fly mode you fly upwards
### Changed
- Smaller object rotate more now when thrown, before the size had an impact on how much or little the objects where rotated
- Prevent Vivox to signin in singleplayer games
- Upgraded to Unity 6000.3.11f1
### Fixed
- Fixed initial errors related to monitoring of mod folders, which made the monitoring not working, which in turn made mods not be reloaded if they were 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 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}/36145520/75c0cb736ba6ca92f48a3d53446153825dbc0bb1.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/b40be1cbcaa62d5fa0fb483aa072fade92bfce29.gif"]
### Added
- Fly mode! You can now see your fireworks from a whole new perspective. Double press jump and you are off
### Fixed
- Fixed the fps drop bug! This is a HUGE thing! You should no longer see/feel that odd shutter/lack happening every few seconds, for some it was more noticeable than for others, but it's a huge win to have fixed this as it have been a super long battle trying to find the root cause. Big thanks to Truxtyx for help testing this, again and again and again
- Fixed the issue where the game could freeze/become unresponsive for a short while, while creating sounds during the loading screen. Decreased the amount of sounds it creates per patch to avoid this
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/af5d79d640a08c6b7085adc427947146041d440c.png"]
[img src="{STEAM_CLAN_IMAGE}/36145520/49d7c36b50940685a44d8934e3642d9c13b8f799.jpg"]
### Added
- Added a slight torque/rotation to objects when throw to make it feel and look a bit better, was too stiff before
- Added more item details in the Inventory! You can now see which mod the item is from, who the creator is and some more information. Very useful, so you no longer have to remember what items comes from what mods, which can be helpful if you see an item that does not work properly
- Added confirmation popup before kicking a player
### Changed
- Optimized some stuff around the particle system to not allocate memory each frame
- Optimized some stuff in MasterAudio to avoid allocate memory each frame
- Optimized the internal workings of the LookingAtGameObject which is used to know what the player is looking at to act accordingly, like outline objects, show various UI etc
- Optimized internal MessageEvents (from class to struct, but the legacy class versions are still there for backwards compatibility) to generate less to no garbage, which free up CPU as it needs to clean up less garbage
- Updated translations from https://crowdin.com/project/fireworks-mania
### Fixed
- More attempts to try and minimize shutter, by minimize garbage generated each frame
- Fixed bug where players did not get much info when they tried to join a host they were banned from. Now they get prompted with a popup saying they are banned and a reason if the host provided that when they were banned
- Fixed some of the DOTween warnings/error we got in the console
- Fixed issue where a lot of errors were generated (by ObjetCatcher) upon client leaving a game
- Fixed issue where some mods where throwing a "BadImageException"
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}/36145520/3d853e2c6094ba4df7ca31cfcecae8d6a080e86e.png"]
### Added
- Added Brightness setting
### Changed
- Upgraded to Unity 6000.3.10
- Changed some settings related to the amount of frames between the same sound can be played. This is an attempt to, if not fix, then at least minimize the cases where you can notice that all sounds where played from explosion effects in fireworks
- Improved mod loading times a bit by avoid having to delete and recreate dupclicated sounds unnessesarily
### Fixed
- Fixed bug where game could loop loading into a game if the host shutdown while you were trying to load mods
- Fixed minor CaptureTransormState typo that saved wrong localScale in blueprints
- Fixed (or at least attempt to) issues where there was a slight FPS drop that made the game feel shuttering. If this fixes it, it turns out to not even be a Unity issue, but a GFX drive/software issue, that disabled vSync for the game for some unknown reasons. Now the game tries after a few seconds to fallback on a game controlled vsync that match the current display refreshrate, in cases where real vsync got disabled
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/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
- 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.