Skip to content

Remedy Entertainment

A Finnish game developer known for cinematic, narrative-led action games including Max Payne, Alan Wake, Control, and Quantum Break.

Last updated August 21, 2026

AI crawler reads

No AI crawler has read this profile since Oct 28, 2026.

Overview

Remedy Entertainment is a Finnish video game developer headquartered in Espoo and established in August 1995 by members of the Finnish demoscene. The studio began as a small PC developer working from a basement and built its early reputation through technically ambitious games with strong atmosphere and distinctive storytelling. Its first released title, Death Rally, was published by Apogee Software in 1996. The game established a relationship with the publisher that helped Remedy advance toward a larger and more ambitious production. The company achieved international recognition with Max Payne, released in 2001. Developed with Apogee and later connected to Rockstar Games and Take-Two Interactive, the game combined noir crime fiction, a psychologically damaged protagonist, comic-book presentation, and the then-novel bullet-time combat mechanic. Remedy developed Max Payne 2: The Fall of Max Payne for Rockstar Games in 2003. Although the sequel received strong critical reviews, its commercial performance was weaker than expected, and Remedy subsequently moved away from the franchise. Rockstar retained the Max Payne intellectual property, while Remedy continued to be associated with the series' original creative identity. Following Max Payne, Remedy partnered with Microsoft to create Alan Wake. The project spent several years in development and became known for its long production period before its 2010 release on Xbox 360. Set in a fictional Pacific Northwest town, Alan Wake used episodic structure, television-style presentation, literary themes, and light-based combat. A Windows version followed in 2012, and Alan Wake's American Nightmare expanded the concept as a shorter standalone release. The series developed a durable cult following even though its initial commercial performance did not immediately support a full sequel. Remedy's next major Microsoft project was Quantum Break, released in 2016. It combined a third-person action game with live-action television episodes and used time manipulation as a central gameplay and narrative device. The project required Remedy to develop new technology and production methods, including the Northlight engine. During the same period, the company experimented with mobile development through Death Rally and Agents of Storm. From the mid-2010s, Remedy changed from a studio organized around one large project at a time into a multi-project developer. Tero Virtala became chief executive officer and was tasked with improving production predictability and shortening development cycles. Remedy raised capital through an initial public offering in 2017 and began work on several projects, including the single-player component of CrossfireX and its own intellectual property Control. Released in 2019, Control brought Remedy's cinematic action design into a supernatural setting centered on the Federal Bureau of Control. It became one of the studio's most successful and widely awarded games. Remedy has also expanded its business model through publishing partnerships, transmedia projects, remakes, and multiplayer development. It acquired the publishing rights to Alan Wake from Microsoft in 2019 and later entered a two-game publishing agreement with Epic Games. Alan Wake 2 was released in 2023 and continued the studio's connected-fiction approach, linking the Alan Wake and Control universes. In 2022, Remedy established a second studio in Stockholm. Its subsequent portfolio has included the multiplayer title FBC: Firebreak, the Control sequel project Control Resonant, and a remake of the original Max Payne games. The company remains publicly listed and positions itself as a premium developer focused on authored worlds, cinematic presentation, and single-player experiences while selectively pursuing live-service and multiplayer opportunities.

History

Remedy Entertainment was founded on 18 August 1995 by Finnish computer enthusiasts associated with the demoscene, including members of Future Crew. The founders wanted to turn their technical and artistic work on computer demos into commercial game development. The early company operated with limited resources and produced its first game, Death Rally, in a basement in Espoo. Apogee Software published the title in 1996. Remedy also developed Final Reality, a 1997 benchmarking tool whose creators later formed Futuremark. The studio's breakthrough came from Max Payne. Initially conceived as an isometric shooter called Dark Justice, the project evolved into a cinematic third-person action game after Apogee encouraged Remedy to create a stronger central character and more advanced presentation. Remedy used its demoscene technical background to build a proprietary engine and made bullet time a core combat mechanic. Sam Lake wrote the script, introducing film-noir conventions, crime fiction, and a highly stylized narrative. Released in 2001, Max Payne was critically acclaimed and became an international commercial success. Take-Two acquired the franchise rights and Rockstar Games published the console versions. Remedy returned to develop Max Payne 2: The Fall of Max Payne, released in 2003. The sequel was well reviewed but sold below expectations, ending Remedy's direct development role in the franchise. After seven years with Max Payne, Remedy sought a new intellectual property. The resulting Alan Wake drew on Stephen King, Twin Peaks, the landscapes of the American Northwest, and the idea of a writer confronting supernatural events. Its long development period led some observers to question whether the project would ever be released. Microsoft ultimately published Alan Wake for Xbox 360 in 2010, followed by a Windows version in 2012. The game used episodic storytelling, television-inspired presentation, and combat based on exposing enemies with light before attacking them. Alan Wake's American Nightmare followed in 2012 as a shorter standalone project. Although the series built a committed audience, Remedy did not initially obtain the commercial basis it wanted for a direct sequel. Remedy continued its relationship with Microsoft through Quantum Break. The project expanded the live-action experimentation begun in Alan Wake by combining an action game with filmed television episodes. Time manipulation became both a gameplay system and a narrative structure. Released in 2016, Quantum Break was built with the Northlight engine and received generally positive critical responses. Remedy also tested mobile development during this period, releasing a remake of Death Rally for iOS and Android and developing Agents of Storm with Flaregames. Management and organizational changes between 2015 and 2016 prepared the company for a broader production model. Tero Virtala became chief executive officer after Matias Myllyrinne's departure, with a stated emphasis on making Remedy a multi-project studio. The company went public in 2017 and used the additional financing to work on several projects at once. These included the single-player content for Smilegate's CrossfireX, development work related to Crossfire HD, and a new internal intellectual property known as P7. P7 became Control, released in 2019 with 505 Games. The game placed players in a shifting government facility and combined telekinetic abilities, environmental storytelling, surreal fiction, and Remedy's characteristic cinematic presentation. It marked the studio's return to a broad multi-platform release and became a major critical and commercial milestone. Remedy acquired the publishing rights to Alan Wake from Microsoft that same year, strengthening its control over the franchise. In 2020, Remedy and Epic Games announced a two-project publishing arrangement. The larger project became Alan Wake 2, while another project was developed at a smaller scale. Alan Wake 2 was released in 2023 and further connected the Alan Wake and Control mythologies. Remedy meanwhile continued developing multiplayer expertise through the Vanguard initiative, later associated with the Control universe. The company opened a Stockholm studio in 2022 and continued working on Control Resonant, a remake of the first two Max Payne games, and FBC: Firebreak. Released in 2025, FBC: Firebreak represents a significant expansion from Remedy's traditional single-player focus into cooperative multiplayer while retaining the setting and fiction of Control.

  • 2025

    FBC: Firebreak launches

    [1]

    Remedy releases its first major cooperative multiplayer title, set in the Control universe.

  • 2023

    Alan Wake 2 launches

    [1]

    The sequel develops the studio's interconnected supernatural fiction and is published through Epic Games.

  • 2022

    Stockholm studio opens

    [1]

    Remedy establishes a second studio in Stockholm, expanding its development footprint.

  • 2019

    Control launches

    [1]

    Remedy releases its supernatural action game across PlayStation 4, Windows, and Xbox One.

  • 2019

    Alan Wake rights return to Remedy

    [1]

    Remedy acquires the publishing rights to the Alan Wake franchise from Microsoft.

  • 2017

    Remedy becomes publicly listed

    [1]

    The company lists on Nasdaq First North Finland to support concurrent project development.

  • 2016

    Quantum Break launches

    [1]

    Remedy releases its time-manipulation action game and live-action television hybrid.

  • 2010

    Alan Wake launches

    [1]

    Microsoft publishes Remedy's long-in-development supernatural thriller for Xbox 360.

  • 2003

    Max Payne 2: The Fall of Max Payne launches

    [1]

    Remedy develops the sequel for Rockstar Games, which receives strong reviews despite weaker sales.

  • 2001

    Max Payne is released

    [1]

    The noir action game introduces Remedy's signature bullet-time combat and establishes its global reputation.

Products and positioning

Premium, cinematic and narrative-driven game developer combining authored storytelling, experimental gameplay systems, strong central characters, and proprietary technology.

  • Combat racing game · 1996

    Death Rally

    Remedy's debut commercial game, Death Rally combines top-down racing with armed vehicle combat. The original PC release was published by Apogee Software in 1996. Remedy later collaborated on a mobile remake for iOS and Android, using the project to explore smaller-scale and mobile development.

  • Third-person action shooter · 2001

    Max Payne

    Max Payne is a cinematic noir shooter centered on a New York police detective investigating a conspiracy after the murder of his family. Remedy's design emphasized slow-motion bullet time, comic-panel storytelling, dramatic monologues, and a tightly authored campaign. The game became the studio's international breakthrough, although the franchise rights were subsequently held by Take-Two and Rockstar Games.

  • Third-person action shooter · 2003

    Max Payne 2: The Fall of Max Payne

    The sequel expands the original's bullet-time combat and noir storytelling through a more personal narrative involving Max Payne and Mona Sax. Remedy developed the game for Rockstar Games, retaining the series' cinematic presentation while refining the technology and combat systems. It was critically successful but commercially underperformed relative to expectations.

  • Psychological action thriller · 2010

    Alan Wake

    Alan Wake follows a novelist searching for his missing wife in the fictional town of Bright Falls while confronting events that resemble the plot of a lost manuscript. Its episodic structure, television-style framing, Pacific Northwest setting, and light-based combat became central to Remedy's identity. The game launched on Xbox 360 in 2010 and on Windows in 2012.

  • Standalone action game · 2012

    Alan Wake's American Nightmare

    This shorter Alan Wake project places the protagonist in a stylized supernatural scenario and experiments with a more arcade-oriented structure. It reused and extended ideas developed during early work on a possible Alan Wake sequel and was released as an Xbox Live Arcade title.

  • Action game and live-action hybrid · 2016

    Quantum Break

    Quantum Break combines third-person combat and time-manipulation abilities with filmed television episodes whose content changes according to player decisions. The project was developed with Microsoft and built using Remedy's Northlight technology. It extended the studio's interest in mixing interactive and conventional screen storytelling.

  • Supernatural third-person action game · 2019

    Control

    Control is set inside the Federal Bureau of Control, a secretive institution occupying a constantly shifting building known as the Oldest House. Players use firearms, telekinesis, levitation, and environmental manipulation while investigating paranormal phenomena. The game is known for its architectural world design, fragmented narrative, and links to the broader Remedy Connected Universe.

  • Survival horror and narrative action game · 2023

    Alan Wake 2

    Alan Wake 2 alternates between the stories of writer Alan Wake and FBI agent Saga Anderson. It shifts the series toward survival horror while retaining Remedy's layered fiction, investigation systems, live-action elements, and connection to Control. Epic Games served as publisher under a broader two-project relationship with Remedy.

  • Cooperative first-person multiplayer game · 2025

    FBC: Firebreak

    FBC: Firebreak is a cooperative multiplayer game set in the Control universe. It moves Remedy into a team-based format in which players confront paranormal threats inside the Federal Bureau of Control's setting. The game was released on 17 June 2025.

Marketing campaigns

  • 2016Quantum Break live-action integration

    Global

    Quantum Break was marketed as a hybrid of a third-person game and a television production. Live-action episodes were integrated into the campaign and reflected player choices, making the relationship between interactive play and filmed drama a central product feature.

    Outcome. Differentiated the release within the Xbox One portfolio and extended Remedy's transmedia design approach.

  • 2010Alan Wake episodic television-style campaign

    Global

    Alan Wake was presented through an episodic structure modeled partly on television drama, using opening recaps, cliffhangers, live-action promotional material, and a fictionalized media environment to reinforce the story of a writer trapped in a supernatural narrative.

    Outcome. Helped establish the franchise's cult identity and Remedy's reputation for transmedia storytelling.

Brand decisions

  • 2022

    Remedy expands into StockholmStrategy

    Background

    The company was growing its development capacity and broadening its geographic recruitment base.

    Action taken

    Remedy opened a second studio in Stockholm, Sweden.

    Aftermath

    The expansion added an international development location while the Espoo headquarters remained the company's primary base.

  • 2020

    Remedy enters a two-game publishing deal with Epic GamesM&A

    Background

    Remedy wanted to develop new projects within its connected fictional universe while working with an external publishing partner.

    Action taken

    Remedy and Epic Games announced a deal covering two projects, including a larger AAA-scale game.

    Aftermath

    The arrangement led to Alan Wake 2 and strengthened Remedy's direct relationship with a major digital publisher.

  • 2019

    Remedy reacquires Alan Wake publishing rightsM&A

    Background

    Microsoft had previously published and retained rights connected to Alan Wake.

    Action taken

    Remedy acquired the publishing rights to the franchise from Microsoft.

    Aftermath

    The transaction gave Remedy greater control over the series and enabled later publishing and sequel plans.

    One-time royalty payment. €2.5 million (2019)

  • 2017

    Remedy lists on Nasdaq First North FinlandStrategy

    Background

    The studio sought additional capital to develop multiple games at the same time.

    Action taken

    Remedy carried out an initial public offering and became a publicly traded company.

    Aftermath

    The listing provided a financing and governance platform for continued expansion and larger production ambitions.

  • 2016

    Remedy adopts a multi-project studio modelStrategy

    Background

    Management changes were intended to reduce reliance on one long production cycle and improve the company's ability to develop several projects in parallel.

    Action taken

    Under Tero Virtala, Remedy expanded its organization and pursued concurrent work on Control, Crossfire-related projects, and other initiatives.

    Aftermath

    The model supported the company's public listing and a broader portfolio spanning original games, licensed work, remakes, and multiplayer development.

  • 2006

    Remedy moves from Max Payne to a new intellectual propertyStrategy

    Background

    After approximately seven years working on the Max Payne franchise, the studio wanted to create a different kind of game.

    Action taken

    Remedy began developing Alan Wake, shifting toward a supernatural, literary thriller with episodic and television-inspired presentation.

    Aftermath

    The project took several years to complete and became one of the studio's defining original properties.

  • 1996

    Remedy chooses combat racing for its debutProduct launch

    Background

    The founding team initially explored a racing concept while seeking a commercially viable first project.

    Action taken

    After input from Apogee Software, the concept was reshaped into Death Rally with armed vehicles and a more aggressive arcade structure.

    Aftermath

    The release gave the young studio its first publishing relationship and a foundation for larger projects.

Recent events

  • 2025

    FBC: Firebreak is released[1]

    Product launch · Product generation

    Remedy released FBC: Firebreak, a cooperative multiplayer game set in the Control universe, on 17 June 2025.

  • 2023

    Alan Wake 2 is released[1]

    Product launch · Product generation

    Remedy released Alan Wake 2 through its publishing relationship with Epic Games, extending the studio's connected supernatural fiction.

  • 2022

    Remedy opens a Stockholm studio[1]

    Other

    The company expanded outside Finland by opening a second development location in Stockholm, Sweden.

  • 2020

    Remedy and Epic Games announce a two-game publishing partnership[1]

    M&A

    The companies announced a publishing agreement covering two projects set within the same broader franchise universe.

  • 2019

    Control is released[1]

    Product launch

    Remedy released Control, a supernatural third-person action game published with support from 505 Games for PlayStation 4, Windows, and Xbox One.

  • 2019

    Remedy acquires Alan Wake publishing rights[1]

    M&A

    Remedy acquired the publishing rights to Alan Wake from Microsoft, allowing the studio greater control over the series' future commercial exploitation.

  • 2017

    Remedy Entertainment becomes a publicly listed company[1]

    Other

    Remedy completed an initial public offering and began trading on the Nasdaq First North Finland market, supporting its transition to concurrent multi-project development.

Sources6 sources

Cite this profile: Cite the canonical profile. /brand-wiki/remedy-entertainment · Editorial policy · How profiles are compiled