Clearance, Threat, Corruption: Shape Your Mission in FBC: Firebreak
Six years ago, the Hiss slipped through a crack in reality and breached the Oldest House. Now the Federal Bureau of Control’s headquarters is a sprawling, living crisis in permanent lockdown. You are a Firebreaker, part of a first-response team volunteering to push into the impossible.
Every mission you take on is a Job - a paranormal emergency wrapped in Bureau procedure. Each Job takes you deeper into the core of a specific crisis, one zone at a time. The deeper you go, the stranger - and more dangerous - it gets.
How dangerous, though?
That’s up to you. FBC: Firebreak gives you three ways to customize each Job: Clearance, Threat, and Corruption.
Here’s how they work.
Clearance Level – How Deep Are You Willing to Go?
Jobs are divided into three escalating Zones:
To access deeper zones, you’ll first need to prove yourself. Complete Zone 1 to unlock Zone 2. Finish both Zones 1 and 2 to unlock Zone 3.
Once all zones are unlocked, you can choose your Clearance Level:
Clearance controls the length of the session - a short push or a full dive. Each Job ends with a frantic escape back to the elevator. Whether your team makes it out or not, the Bureau considers the crisis “managed” if the objectives are complete.
Threat Level – Turn Up the Pressure
Every Job has four Threat Levels that affect combat difficulty: Easy, Normal, Hard and Extreme.
Expect more enemies, different enemy types, more aggressive behaviors, and weirder surprises as you push the Threat higher. Threat Levels reshape the rhythm and intensity of encounters, forcing you and your team to stay sharp.
Higher Threats also offer better chances at valuable resources. If you want the good stuff, you’ll need to earn it.
Corruption Level – You’re Not in Control Anymore
Corruption comes into play when you’re running a full Job at Clearance Level 3.
There are three Corruption Levels, each adding layers of instability to the mission:
Corrupted Items are paranatural modifiers that twist the rules of the mission in strange and unpredictable ways. They might harm you a little, they might harm you a lot. Either way, they change how you play.
For example, the Wolff Globe Corrupted Item causes gravity to go haywire, affecting the movement of both players and enemies. Or the Rubber Duck Corrupted Item, which follows one of the players and causes unwanted attention from the enemies.
You can chase them away - if you find a Black Rock Grinder in an Ammo Station and use it during the session. Removing Corrupted Items from the field can earn you Research Samples, a rare currency used to unlock and upgrade perks.
It’s up to you. Does your team have time to hunt them down, or will you race to finish the Job before things spiral further?
Customize Your Crisis
Most Jobs take about 20 minutes to complete. But thanks to Clearance, Threat, and Corruption, Firebreak lets you fine-tune your mission:
Every crisis is a chance to go deeper, take bigger risks, and come out stronger - if you make it back to the elevator.
FBC: Firebreak launches June 17. Wishlist now, follow us on Steam, and join our Discord and X channels to stay updated. The Jobsite awaits.
IT’S TIME TO CLEAN HOUSE
Every mission you take on is a Job - a paranormal emergency wrapped in Bureau procedure. Each Job takes you deeper into the core of a specific crisis, one zone at a time. The deeper you go, the stranger - and more dangerous - it gets.
How dangerous, though?
That’s up to you. FBC: Firebreak gives you three ways to customize each Job: Clearance, Threat, and Corruption.
Here’s how they work.
Clearance Level – How Deep Are You Willing to Go?
Jobs are divided into three escalating Zones:
- Zone 1 introduces the crisis in its mildest form.
- Zone 2 dives into a heavy, more dangerous expression of the same crisis.
- Zone 3 is where it all converges - where the source of the crisis is waiting.
To access deeper zones, you’ll first need to prove yourself. Complete Zone 1 to unlock Zone 2. Finish both Zones 1 and 2 to unlock Zone 3.
Once all zones are unlocked, you can choose your Clearance Level:
- Clearance Level 1: Play Zone 1 only.
- Clearance Level 2: Play Zones 1 and 2.
- Clearance Level 3: Tackle all three zones in a single run.
Clearance controls the length of the session - a short push or a full dive. Each Job ends with a frantic escape back to the elevator. Whether your team makes it out or not, the Bureau considers the crisis “managed” if the objectives are complete.
Threat Level – Turn Up the Pressure
Every Job has four Threat Levels that affect combat difficulty: Easy, Normal, Hard and Extreme.
Expect more enemies, different enemy types, more aggressive behaviors, and weirder surprises as you push the Threat higher. Threat Levels reshape the rhythm and intensity of encounters, forcing you and your team to stay sharp.
Higher Threats also offer better chances at valuable resources. If you want the good stuff, you’ll need to earn it.
Corruption Level – You’re Not in Control Anymore
Corruption comes into play when you’re running a full Job at Clearance Level 3.
There are three Corruption Levels, each adding layers of instability to the mission:
- Environmental variables shift - the locations of Ammo Stations and showers may change, objective counts may increase, and certain resources (like water) might become limited.
- And, most notably, the number of Corrupted Items.
Corrupted Items are paranatural modifiers that twist the rules of the mission in strange and unpredictable ways. They might harm you a little, they might harm you a lot. Either way, they change how you play.
For example, the Wolff Globe Corrupted Item causes gravity to go haywire, affecting the movement of both players and enemies. Or the Rubber Duck Corrupted Item, which follows one of the players and causes unwanted attention from the enemies.
You can chase them away - if you find a Black Rock Grinder in an Ammo Station and use it during the session. Removing Corrupted Items from the field can earn you Research Samples, a rare currency used to unlock and upgrade perks.
It’s up to you. Does your team have time to hunt them down, or will you race to finish the Job before things spiral further?
Customize Your Crisis
Most Jobs take about 20 minutes to complete. But thanks to Clearance, Threat, and Corruption, Firebreak lets you fine-tune your mission:
- Short and surgical? Clearance 1, low Threat.
- Long and brutal? Clearance 3, high Threat, maximum Corruption.
- Something in between? Entirely up to you.
Every crisis is a chance to go deeper, take bigger risks, and come out stronger - if you make it back to the elevator.
FBC: Firebreak launches June 17. Wishlist now, follow us on Steam, and join our Discord and X channels to stay updated. The Jobsite awaits.
IT’S TIME TO CLEAN HOUSE