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Fireworks Mania News

Community Highlights: Advent Calendar Mod 2025 🎄& more from Amnestey

[p]Its the 1st of December and to a lot of people that means CHRISTMAS TIME! 🎄🎄🎄[/p][p][/p][p]You could argue that "Christmas time" for a firework game community would be New Years, but hey, we take all the celebrations we can get, including Christmas. ❄️❄️

To help you get through December I have some community highlights for you.[/p][p][/p][p]However, first I would like to take a moment and send a HUGE thanks for you to all of you that support me and my little silly firework game. Both to new players that got here recently and to the old timers that have been part of this journey for years - thank you 🙏 🤓[/p][p][/p][p]On behave of myself and all players of Fireworks Mania, I would also like to send a HUGE HUGE thank you to all the modders that fills up the Workshop with awesome stuff![/p][p][/p][p]Talking about the Workshop, lets take a look at some of that awesome stuff.[/p][p][/p][h2]Guanacos Advent Calendar Mod 2025[/h2][p][/p][p]To help you get through December, guanaco0403 made an Advent Calendar Mod 🎁🎁[/p][p]
Everyday, a new surprise can be opened and as I understand on Guanaco, these surprises can be many different things. I, for obvious reasons, haven't see what's behind all the doors in the calendar, but knowing guanaco, I'm sure its gonna be great 🎄❄️🎁[/p][p][/p][p]Read about the mod here: Advent Calendar Mod 2025[/p][p]You find the mod in the Workshop in game.[/p][p][/p][p]Be aware the mod only works in Singleplayer and only in the Town map.[/p][p][/p][h2]New and Updated stuff from Amnestey[/h2][p]Amnestey have been hard at work all year working on a complete overhaul of all his mods.[/p][p][/p][p]He expects to have a new or updated mod coming out, at least every Friday and Saturday, this December 😮[/p][p]
He even shared a spreadsheet so you can see the process - Check it out[/p][p]You can see all Amnesteys mods here.
[/p][h2]More to check out[/h2][p]Recently a lot of new faces have joined the modding scene for Fireworks Mania.
So more new stuff are being added to the Workshop - so keep an eye on the newly added or updated mods here, as it's changing almost everyday by now.[/p][p][/p][p]As an example, RedRum added some funny mods recently, like: [/p][p]RedRum_HumanPropsMod[/p][p][/p][p]RedRum MatchSticks FireEffects Mod[/p][p]
Watch the new stuff in the Workshop here or in the game.[/p][p][/p][p][/p][p] YouTube | Twitch | Twitter | Discord [/p][p]- Enjoy! 👻🎃🤓 [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Developer News - November 2025

[p]Hey![/p][p]Its been another month and time for an update from the developer - aka me 🤓[/p][p][/p][h2]Status on Firing System[/h2][p]Main focus is still on the Firing System and I'm trying various different approaches. For that reason I'm not going to explain how it works, because it might be different when you try it anyway.
[/p][p]Fun fact is that as recent as yesterday I got some feedback from the private test group that actually have a big impact on how it works - all in the interest of making the system as simple, yet flexible, as possible.[/p][p]Here are some screenshots as how it looks right now:[/p][p] [/p][p]As you know if you have been following along, this firing system have taken a lot longer than I planned. Both because its hard to make things simple, but also because I haven't had as much game dev time as I was hoping. (I build this game in my spare time).[/p][p]Due to that I can already see that this system won't be fully done before New Years - however - I still think it can get into a state where it's good enough to play around with.
So I might just slap a BETA tag on it to make it clear that this is still work in progress, but lets see in a few weeks.[/p][p]Another thing is that I expect to soon put the new version on EXPERIMENTAL betas so I can get some more feedback from others than the private testers.
This is both to get feedback on the firing system, in it's current state, but also get feedback on the other features and changes that are in this new update.[/p][p]So keep an eye out here on Steam and in the Discord to try out the new version when it hits EXPERIMENTAL.[/p][p][/p][p]That's all for now 🤓[/p][p][/p][h2]Change log[/h2][p]I have pushed the following updates since last Developer News.[/p][p]No updates have been pushed.[/p][p][/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Developer News - October 2025

[p]Hey!

Its been another month and time for an update from the developer - aka me 🤓[/p][p][/p][h2]Status on Firing System[/h2][p]The main focus is still on the Firing System, as I really hope to have some sort of a Firing System ready for the December release![/p][p]However, this month have been pretty hard, as I have tried a lot of different approaches, but none of them really felt right. So it feels like moving 3 steps forward and then 2 back again.[/p][p]Part of the problem, might, have been that I have too big an idea for this system, so I overthink it. [/p][p][/p][p]Therefore, I'm now focusing on making an as simple as possible implementation that works.[/p][p]Then I can push this to Experimental and get people feedback and we can take it from there.[/p][p][/p][p]So, yesterday I started, again-again, on a simple implementation that is coming a long pretty good.[/p][p][/p][p]I won't describe it now or anything, as it most likely will have been changed many times before you can try it.
Just want to share some screenshots, so you can see how it looks right now.

[/p][p][/p][p]As you can see from the screenshots, I'm going away from initial approach I had for having physically objects in the game to act as "modules", "firing system controllers" and to fuse things up.
The issue with that approach was that things were very quickly getting impossible to get an overview of, as fuses were going left and right like there was no tomorrow.

With this new UI based approach, where managing the actual firing system/sequence and the configuration of an firework item is all done in UI.
This hopefully will make it easier to make am implementation where you can get an better overview of what you are doing.

Time will tell - it's sadly still very early in progress as I'm having to keep starting over.[/p][p][/p][h2]A lot of updates[/h2][p]As you can see in the Change log section below, I have also pushed a lot of updates this month, which of cause have taken a lot of my time. [/p][p]However, these changes were needed and part of staying up to date with Unity updates to a certain extend. One of the updates for instance included the very critical security update from Unity.[/p][p][/p][p]It was a short Developer News this time, but I need to move on as December is approaching fast![/p][p][/p][p]That's all for now 🤓[/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][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink] [/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Happy Halloween 🎃👻

[p]To all who celebrates - 🎃🎃Happy Halloween 🎃🎃- to all others - Hello! 🤓 [/p][p]Again this year the community tips in with event specific stuff. I would loved to have done some Halloween content for the game, but I simply haven't had the time as all my game dev time goes into features and improvements on the core game. [/p][p][/p][p]So once again guanaco0403 saves the day with an updated version of his Halloween mod! [/p][p] [/p][p]You simply find the mod in the in-game workshop. To make it easier to find you can filter mods to only see Halloween mods or search for "Halloween". [/p][p]With the mod installed you will now have some detailed spooky decorations when you go into the Town or Ranch map. [/p][p]You can always disable the mod or unsubscribe if you want the scary decorations to go away again. If you run into trouble with this mod or the game in general, remember you can always ask for help in the Community section here on Steam or in my Discord. [/p][p]Either I or someone else from the community (most likely Keltusar :P) will help you out.
[/p][p] YouTube | Twitch | Twitter | Discord [/p][p]- Enjoy! 👻🎃🤓 [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v2025.10.6

[p]### Changed[/p][p]- 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[/p][p][/p][p]### Fixed[/p][p]- Fixed bug where you could not use the mouse to look around after picked up object were destroyed while rotating it[/p][p][/p][p] YouTube | Twitch | Twitter | Discord [/p][p][/p][p]- Enjoy![/p][p][dynamiclink][/dynamiclink][/p]