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Fireworks Mania News

[EXPERIMENTAL] v2026.3.3

[p]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".[/p][p][/p][p][/p][p][/p][p][/p][p]### Added[/p][p]- Added host setting to enable/disable fly mode[/p][p]- Added logic so when you press "jump" when in fly mode you fly upwards[/p][p][/p][p]### Changed[/p][p]- Smaller object rotate more now when thrown, before the size had an impact on how much or little the objects where rotated[/p][p]- Prevent Vivox to signin in singleplayer games[/p][p]- Upgraded to Unity 6000.3.11f1[/p][p][/p][p]### Fixed[/p][p]- 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[/p][p][/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

[EXPERIMENTAL] v2026.3.2

[p]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".[/p][p][/p][p][/p][p][/p][p][/p][p]### Added[/p][p]- Fly mode! You can now see your fireworks from a whole new perspective. Double press jump and you are off[/p][p][/p][p]### Fixed[/p][p]- 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[/p][p]- 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[/p][p][/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

[EXPERIMENTAL] v2026.3.1

[p]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".[/p][p][/p][p][/p][p][/p][p][/p][p]### Added[/p][p]- Added a slight torque/rotation to objects when throw to make it feel and look a bit better, was too stiff before[/p][p]- 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[/p][p]- Added confirmation popup before kicking a player[/p][p][/p][p]### Changed[/p][p]- Optimized some stuff around the particle system to not allocate memory each frame[/p][p]- Optimized some stuff in MasterAudio to avoid allocate memory each frame[/p][p]- 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[/p][p]- 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[/p][p]- Updated translations from https://crowdin.com/project/fireworks-mania[/p][p][/p][p]### Fixed[/p][p]- More attempts to try and minimize shutter, by minimize garbage generated each frame[/p][p]- 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[/p][p]- Fixed some of the DOTween warnings/error we got in the console[/p][p]- Fixed issue where a lot of errors were generated (by ObjetCatcher) upon client leaving a game[/p][p]- Fixed issue where some mods where throwing a "BadImageException"[/p][p][/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

[EXPERIMENTAL] v2026.2.3

[p]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".[/p][p][/p][p][/p][p]### Added[/p][p]- Added Brightness setting[/p][p][/p][p]### Changed[/p][p]- Upgraded to Unity 6000.3.10[/p][p]- 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[/p][p]- Improved mod loading times a bit by avoid having to delete and recreate dupclicated sounds unnessesarily[/p][p][/p][p]### Fixed[/p][p]- Fixed bug where game could loop loading into a game if the host shutdown while you were trying to load mods[/p][p]- Fixed minor CaptureTransormState typo that saved wrong localScale in blueprints[/p][p]- 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[/p][p][/p][p]YouTube | Twitch | Twitter | Discord[/p][p]- Happy testing, enjoy! 🤓🕺[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Developer News - February 2026

[p]Hey![/p][p]Its been another month and time for an update from the developer - aka me 🤓[/p][p][/p][p][/p][h2]Firing System Status[/h2][p]I'm finally back on the Firing System!
Visually, it looks very much as it did before, but I have changed and simplified a lot of stuff behind the scenes. Also I have changed it to also work in multiplayer now.
So technically it's working in multiplayer, but there are tons of challenges arising from that, like who should be able to do what etc.
However, right now I'm not super focused on that, I'm more focused on getting it to be easy to use and intuitive. At least as intuitive as possible, because setting up a show like this will be more complicated than just throwing fireworks left and right 🤓[/p][p][/p][p][/p][p][/p][p][/p][p]Sometimes during March, I hope to be able to put out a work-in-progress version on Experimental or a dedicated branch, so you can give it a try and help shape the feature with feedback.

I will properly, at least in the beginning, only post about that on Discord, to not spam news here on Steam about this.
So keep an eye on the Discord.[/p][p][/p][p]That's it for now - I'll keep it short this time - need to get back to work 🤓[/p][p][/p][h2]Change log[/h2][p]I have pushed the following updates since last Developer News.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p][p][/p]