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[EXPERIMENTAL] v2026.7.8

Fireworks Mania - An Explosive Simulator · Community Announcements · July 24, 2026

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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 🤓

### 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

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- Happy testing, enjoy! 🤓🕺

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