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FTL: Faster Than Light

From Wikipedia, the free encyclopedia
2012 video game
This article is about the video game. For the concept of faster-than-light travel, seeFaster-than-light.

2012 video game
FTL: Faster Than Light
DeveloperSubset Games
PublisherSubset Games
DesignersJay Ma[1][2] (formerly Justin Ma)
Matthew Davis[3]
ProgrammerMatthew Davis
ArtistJay Ma
WriterTom Jubert
ComposerBen Prunty
PlatformsWindows,MacOS,Linux,iPadOS
ReleaseWindows, MacOS, LinuxiPad
GenresStrategy,roguelike
ModeSingle-player

FTL: Faster Than Light is aroguelike game created byindie developer Subset Games, which was released forWindows,MacOS, andLinux in September 2012.[4] In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet, while being pursued by a large rebel fleet. The player must guide the spacecraft through eight sectors, each with planetary systems and events procedurally generated in a roguelike fashion, while facing rebel and other hostile forces, recruiting new crew, and outfitting and upgrading their ship. Combat takes place in pausable real time, and if the ship is destroyed or all of its crew lost, the game ends, forcing the player to restart with a new ship.

The concept forFTL was based on tabletop board games and other non-strategic space combat video games that required the player to manage an array of a ship's functions. The initial development by the two-person Subset Games was self-funded, and guided towards developing entries for various indie game competitions. With positive responses from the players and judges at these events, Subset opted to engage in a crowd-sourcedKickstarter campaign to finish the title, and succeeded in obtaining twenty times more than they had sought; the extra funds were used towards more professional art, music and in-game writing.

The game, considered one of the major successes of the Kickstarter fundraisers for video games, was released in September 2012 to positive reviews. An updated version,FTL: Advanced Edition, added additional ships, events, and other gameplay elements, and was released in April 2014 as a free update for existing owners and was put up for purchase oniPad devices. The game received generally positive reviews from critics, who praised the game's creativity.FTL is recognized alongside games likeSpelunky andThe Binding of Isaac as helping to popularize the "roguelite" genre that uses some, but not all, of the principles of a classical roguelike.[5]

Synopsis

[edit]

The player controls a spacecraft capable of travelingfaster-than-light (FTL), crewed by humans, aliens, or a mix of both. It belongs to the Galactic Federation, which is on the verge of defeat in a war with a human-supremacist faction called the Rebellion. The player's crew has intercepted a data packet from the rebel fleet containing unspecified information that could throw the rebels into disarray and ensure a Federation victory. The goal is to reach Federation headquarters, waiting several space sectors away, while avoiding destruction from hostile ships or by the pursuing rebel fleet.[6][7] The final sector ends with a battle against the Rebel Flagship, a multi-stage fight which results in either victory or defeat for the Federation.

Gameplay

[edit]

At game start, the player chooses a spacecraft to start with, each one with a different top-down layout and containing a different mix of weapons, systems (piloting, engines, weapons, oxygen, etc.), and crew. The game randomly generates eight space sectors similar toroguelike games, with roughly twenty waypoints (called "beacons") in each sector. The player must "jump" the ship between waypoints, normally unaware what awaits at each point, and make headway to an "exit" point leading to the next sector. The player’s ship can accumulate scrap (in-game currency), equipment (ranging from weapons to combat and support drones and various ship augmentations) and extra crew members by maximizing the number of beacons (and hence events/other ships) they visit, but each encounter has the potential to deal damage to their ship and/or crew. The player can revisit waypoints, but each warp jump consumes fuel and causes the rebel fleet to advance in each sector, and slowly take over more of the beacons. Once a beacon is taken over, jumping to the beacon will result in an encounter with a dangerous elite rebel fighter, while only ever granting the player 1 unit of fuel upon defeat. In later sectors, enemies are tougher and have better weaponry but also yield increased rewards when beaten.[8][9]

There are eight different species of crew in the game: Humans, Engi, Zoltan, Mantis, Rock, Slug, Lanius, and Crystal. Members of these species can all be acquired by the player or found manning enemy ships. Each species has different strengths and weaknesses based on their physiology. For example, Rockmen are immune to fire and have high health, but move significantly slower than other species, hindering their ability to respond to crises in time. Zoltan crew members, on the other hand, have less health, but give bonus energy to the rooms that they are assigned to, and cause damage to enemies when they die.

The player's ship (left) in combat with an enemy Mantis ship. The GUI along the top, left, and bottom of the screen indicates the status of the player's ship.

Waypoints may include stores (which may offer various systems, crew members, weapons, resources and other items in exchange for scrap), distress calls, hostile ship encounters or other various events. Hostile ships will frequently attack the player and force them to engage in combat. During battles, the game becomes areal-timespace combat simulator in which the player canpause the game for situation evaluation and command input.[8]

During a fight, the player can manage the ship's systems by distributing power, order crew to specific stations or rooms, and fire weapons at the enemy ship. Successful weapon strikes by either side can damage systems, partially or completely disabling their functions until repaired; cause hull breaches that steadily vent air into space until patched by crew; ignite fires that can spread throughout the ship and damage systems and hull until they are extinguished by crew or starved of oxygen; and deal hull damage, which reduces the ship's hull points. A ship is destroyed once its hull points are reduced to zero, or defeated once its crew is eliminated. A player victory earns them resources to use in trading with stores or upgrading their ship; an enemy victory results in game failure, deleting the save file andforcing the player to start over, which creates a high level of difficulty. Alternatively, the player may evade combat by jumping to another waypoint after the ship's engines have fully charged; likewise, hostile ships may also attempt to escape from the player.[10]

The game begins with a single available ship, the Kestrel cruiser in its default "A" configuration. Nine additional ships (one for each of the seven non-human species and two additional Federation ships) are unlocked by completing various optional objectives. All ships have two additional layouts (except Crystal and Lanius, which only have one) featuring different color schemes, equipment, and crew, that can be unlocked by completing base-layout objectives. Each ship design and layout begin focus on different game play aspects: the ship roster has designs emphasizing cloaking, boarding, drone systems, and other variations. The game also has separate achievements with no gameplay impact. The game can bemodified by the user to alter the various ship configurations.[11]

Development

[edit]
Jay Ma (left) and Matthew Davis, the two-person team behindFTL, at the 2013 Game Developers Conference receiving the "Excellence in Design" Independent Games Festival award

FTL is the product of the two-person team of Subset Games, Matthew Davis and Jay Ma. Both were employees of2K Games's Shanghai studio, and became friends during their tenure there, playing various board games in their free time.[12] Ma, who considered herself a jack-of-all-trades, had become dissatisfied with working in a larger studio, and after traveling to the 2011Game Developers Conference in San Francisco and seeing theIndependent Games Festival, she realized she wanted to become an independent developer.[12] Davis had left 2K Games early in 2011, and after biking through China, returned and joined Ma, who had also recently quit, and began working on the coreFTL game.[10] They agreed they would spend a year towards development and if their efforts did not pan out, they would go on to other things.[12] Following the success of the game, the pair began work on their second game,Into the Breach.

The idea forFTL was inspired by tabletop board games, such asBattlestar Galactica: The Board Game,[13] a 2005 space roguelite computer game released by Digital Eel,Weird Worlds: Return to Infinite Space,[14] and non-strategic video games, such asStar Wars: X-Wing, where the player would have to route power to available systems to best manage the situation.[10] Davis also stated that some of the influences for the game from TV shows and films includedStar Trek,Firefly, andStar Wars.[15] Unlike most space combat simulation games, the beginning idea was the player being captain rather than a pilot according to Davis,[16] and to make "the player feel like they were CaptainPicard yelling at engineers to get the shields back online", as stated by Ma.[12] The intent of the game was to make it feel like a "suicide mission", and had adjusted the various elements of the game to anticipate a 10% success rate of winning the game.[13] They looked toSuper Meat Boy as an example of a game designed to be tough, but not discourage the player according to Ma, noting that there were almost no barriers to the player restarting after a failed attempt; they developed the restarting process forFTL to be similarly easy.[13] However, they also considered that each loss was a learning experience for the player, gaining knowledge of what battles to engage in and when to avoid or abandon unwinnable fights.[13] The permanence of a gameplay mistake was a critical element they wanted to include, and gameplay features such aspermadeath emphasized this approach.[13]

Their preliminary versions used primitive art assets to allow them to focus on the game. This helped them to realize that they were trying to help the player become invested in the characters they controlled, allowing their imagination to fill in what their graphics at the time could not.[12] Only as they neared the August 2011Game Developers Conference in China after about six months of work, where they planned to submitFTL as part of theIndependent Games Festival there, did they start focusing on the game's art.[10][16] The game was named as a finalist at the IGF China competition, leading to initial media exposure for the game.[17]PC Gamer magazine offered an early preview of the game that created more media interest in time for the Independent Games Festival at the March 2012 Games Developer Conference.[18] TheOnLive cloud-based gaming service includedFTL and other Independent Games Festival finalists for several weeks around the conference.[19] At the Festival,FTL was nominated for, though did not win, the Grand Prize and the Excellent in Design award; these accolades further helped spark interest in the game.[17] Davis considered that the game's involvement in these competitions were important to keep the game's development on a forward schedule, as judges and members of the press would be expecting playable prototypes of the completed title.[20] He believed that the publicity of being a part of these competitions, even if not as a nominated title, helped to garner interest inFTL by the larger public.[20]

Subset Games had initially planned to work on the title for about a three-month period after saving enough of their own money to cover expenses for about a year.[13] The additional attention to the game forced them to extend development – what would be a two-year process – and thus they turned to Kickstarter in order to fund the final polish of the game as well as costs associated to its release, seeking a total funding goal of $10,000.[21] Their Kickstarter approach was considered well-timed, riding on the coattails of the highly successfulDouble Fine Adventure Kickstarter in March 2012,[22] as well as gaining the attention of top developers likeKen Levine andMarkus Persson;[16] with interest spurred in crowd-funded games, Subset games was able to raise over $200,000 through the effort.[21]FTL represents one of the first games to come out from this surge in crowd-funded games, and demonstrates that such funding mechanisms can support video game development.[22]

With the larger funding, Subset considered the benefit of adding more features at the cost of extending the game's release schedule. They opted to make some small improvements on the game, with only a one-month release delay from their planned schedule, and stated they would use the remaining Kickstarter funds for future project development.[13] The additional funds allowed them to pay for licensing fees ofmiddleware libraries and applications to improve the game's performance.[13] Additionally, they were able to outsource other game assets; in particular additional writing and world design was provided byTom Jubert (Penumbra,Driver: San Francisco),[13] while music was composed by Ben Prunty.[23] Prunty was introduced to Subset through another game developer, Anton Mikhailov, that was a common friend to both Prunty and Davis.[24] Prunty was already ready to provide Subset with some music tracks prior to the Kickstarter, but with its success, they were able to pay for a full soundtrack. Prunty retained the rights to the soundtrack, and since has been able to offer it onBandcamp.[23] Prunty wanted to create an interactive soundtrack that would change when the player entered and exited battle; for this, he composed the calmer "Explore" (non-battle) version of each song, then build atop that to create the more-engaging "Battle" version. Within the game, both versions of the song play at the same time, with the game cross-fading between the versions based on action in the game.[23]

One of the highest tiers of the Kickstarter campaign allowed a contributor to help design a species for inclusion in the game. One supporter contributed at this level and helped design the Crystal.[13]

FTL: Advanced Edition

[edit]

FTL: Advanced Edition adds several new events, ships, equipment and other features to the existing game. This version was released on April 3, 2014 as a free update forFTL owners, and as a separate release foriPad devices, with the potential for other mobile systems in the future.[25][26]Chris Avellone was a 'special guest writer' on the project.[26][27]

A new playable species, the Lanius — metallic lifeforms that reduce oxygen levels in any room they are in — were introduced.[28] Additional components added to the game included a clone bay, a counterpart to the medical bay that creates clones of deceased crew with a small penalty against their skills, hacking drones that target specific systems on an enemy ship, a mind control system able to take control of an enemy crew member, a pulsar environmental hazard which periodically disables a ship's systems, and battery systems to give the player a short burst of power at their discretion. Other new features included a new ship, a third layout for eight of the now ten ships, new weapons, and additional beacon encounters, as well as a new sector. An additional Hard difficulty mode was also introduced. All of the expansion's content can be disabled within the game if preferred.[29]

The team looked at bringing this version to thePlayStation Vita, which also would have supported touch controls, but ultimately believed that the screen size of the system was too limiting for the game.[30]

In 2020, Subset updated theSteam version of the game to make the game'sachievements cloud-based.[31]

Subset Games has stated that they would not likely create a direct sequel toFTL, though future games they are planning may include similar concepts that were introduced inFTL.[13] Their subsequent game,Into the Breach was not funded through Kickstarter and it is unlikely that they will use the platform in future, as they have raised enough money through sales ofFTL to fund future projects.[13]

Modding

[edit]

WhileFTL has not received any official updates from Subset Games sinceAdvanced Edition, the official forum highlights fan-made add ons that overhaul the base game, ranging from the addition of new ships to entire reworked game mechanics and systems.[32] Two of the most popularmods includeCaptain's Edition (CE) as well asMultiverse.[33][34] These mods add considerable amounts of content: for example,Multiverse includes new alien races such as Obelisks and Spiders, as well as tiers of units within existing races (Humans can now be soldiers, elites, engineers, medics, or even admirals). The ship hangar is also greatly expanded - the base game features 28 playable ships while Multiverse 5.5 has more than ten times this number at 306 ships.[35]

Reception

[edit]
Reception
Aggregate score
AggregatorScore
MetacriticPC: 84/100[36]
iPadOS: 88/100[37]
Review scores
PublicationScore
Eurogamer8/10[9]
GameSpot8/10[38]
GameSpyStarStarStarStarHalf star[39]
IGN8.0/10[40]
TouchArcadeStarStarStarStarStar[41]

FTL generally received positive reviews, with praise for the game's captivating nature and means of tapping into the imagination of the players who have envisioned themselves as captains of starships. The game's approach and setting has been compared to science fiction works; Ben Kuchera of Penny Arcade Report calledFTL "Firefly by way of the Rogue-like genre",[42] while others have compared it toStar Trek andStar Wars.[9]

PC Gamer awardedFTL its Short-form Game of the Year 2012 award.[43] The game won both "Excellence in Design" and the "Audience Award",[44] and was a finalist for the "Seumas McNally Grand Prize" awards for the 15th AnnualIndependent Games Festival.[45] It was also named the "Best Debut" title at the 2013Game Developers Choice Awards.[46] At the 2014 National Academy of Video Game Trade Reviewers (NAVGTR) awardsFTL received the nomination forGame, Strategy (Jay Ma, Matthew Davis) andGame Engineering (Matthew Davis).[47] During the16th Annual D.I.C.E. Awards, theAcademy of Interactive Arts & Sciences nominatedFTL for "Strategy/Simulation Game of the Year".[48]Forbes listed both Ma and Davis in its 2013 "30 Under 30" leaders in the field of games for the success ofFTL.[49]

While reception of the game was mainly positive, some reviewers criticized the game's difficulty level. Sparky Clarkson of GameCritics calledFTL an "absurdly, cruelly difficult" game.[50] The staff ofEdge magazine, while generally complimentary towards the game, said thatFTL can occasionally be punishing.[51]

TheiPad version ofFTL: Advanced Edition was praised for the intuitive touch controls, fine-tuned to work on the device.[52][53] This version has received universal acclaim with aMetacritic score of 88/100 based on 17 reviews.[37]

FTL, along with indie titlesWeird Worlds: Return to Infinite Space (2005),Spelunky (2008) andThe Binding of Isaac (2011), are considered to be key games that launched the concept of "roguelite" games that borrow a subset of major features of classical roguelike games but not all; most often, as withFTL, these games useprocedural generation along with permadeath atop other gameplay mechanics to create a highly-replayable experience.[54][55]

The game's soundtrack was nominated forIGN's Best Overall Music and Best PC Sound of 2012.[56][57] It was recognized as being amongKotaku's Best Video Game Music of 2012,[58] one of the Top Ten Video Game Soundtracks of 2012 on The Game Scouts,[59] and one ofComplex magazine's 25 Best Video Game Soundtracks onBandcamp.[60]

References

[edit]
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  2. ^"Jay Ma (@JarMustard) / X". RetrievedDecember 10, 2024.
  3. ^"FTL: Faster Than Light FAQ". RetrievedDecember 15, 2017.
  4. ^McElroy, Justin (September 20, 2012)."FTL: Faster Than Light Overview".Polygon. RetrievedMarch 16, 2016.
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  6. ^Price, David (April 11, 2014)."FTL: Faster Than Light iPad game review".Macworld UK. Macworld.Archived from the original on March 24, 2023. RetrievedApril 25, 2025.
  7. ^Jessar, Mir (April 3, 2014)."New FTL: Faster Than Light Update Adds Bonus Content". SegmentNext. Archived fromthe original on September 26, 2016. RetrievedMarch 16, 2016.
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  9. ^abcWhitehead, Dan (September 21, 2012)."FTL: Faster Than Light review".Eurogamer. RetrievedSeptember 21, 2012.
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  12. ^abcdeLien, Tracey (March 12, 2013)."The Opposite of Fail: The Story of FTL".Polygon. RetrievedMarch 12, 2013.
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  23. ^abcKuchera, Ben (October 2, 2012)."Video game music composed on a banjo: The man behind FTL's soundtrack".Penny Arcade Reports. Archived fromthe original on August 24, 2013. RetrievedOctober 2, 2012.
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  51. ^"FTL: Faster Than Light review".Edge. September 21, 2012. Archived fromthe original on November 25, 2012. RetrievedJanuary 19, 2013.
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  57. ^"Best PC Sound". IGN. December 5, 2012. RetrievedMay 13, 2013.
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  60. ^Amirkhani, Justin."The 25 Best Video Game Soundtracks on Bandcamp". Complex. Archived fromthe original on August 11, 2013. RetrievedMay 13, 2013.

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