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Created by former 2K China (Company) employees Justin Ma (Person) and Matthew Davis (Person), FTL is a space simulation at its core. What sets FTL apart from others in the genre is its abstracted playstyle; the game plays more like a strategy game or RPG than a flight simulator. The game was designed to recreate the experience of crew management in sci-fi shows like Star Trek and Firefly.
FTL was released September 14, 2012 on the PC and Mac, after a wildly successful Kickstarter campaign. The iPad (Platform) version of the game was launched April 3, 2014, as part of the Advanced Edition update, which includes a new race, new variations of all the ships, and new equipment and events.
FTL follows the journey of a ship on a mission to determine the fate of the noble Galactic Federation, which has all but been destroyed by savage Rebel terrorists. Players guide this ship through seven sectors, navigating from jump beacon to jump beacon to reach the exit at the end of the sector. Each sector could be made up of roughly 10 to 20 beacons. While balancing their resources (fuel, scrap, missiles and drone parts) players must clear the sector or risk being caught by the Rebel fleet. This is not a game over, but instead a series of very difficult enemy encounters. On top of this, each jump beacon brings about a new encounter, be it a random enemy encounter, neutral mercenaries and traders, or even friendly Federation allies willing to lend a helping hand. Some of these encounters are puzzles, requiring the player to have certain races or equipment aboard their ship, choose a certain dialogue option, or use a specific weapon during a battle. In sector eight, players reach the Federation holdout where they must defeat the attacking Rebel Flagship to win the game. This is a protracted rule of three boss fight.
FTL is a roguelike with permadeath, and a poor decision or ill luck could mean the end of the ship and that particular run. There is no hard-save system, although players can suspend their current run and return to it later.
There are ten types of spaceships in FTL, each with its own specific style of gameplay. Only one ship, the Kestrel, is unlocked at the start, and the other ships are unlocked through special quests and events. Each ship has a fixed layout, although a different variant of that ship (with a slightly different layout, skin, and starting equipment) can be unlocked by achieving 2 of the 3 ship specific achievements.
The ten ships are:
Every ship is comprised of a number of different systems and subsystems, each performing a different task in and out of combat. These systems require power (which is limited) to operate, and can be upgraded with scrap recovered over the course of the game. Upgrading a system increases its potential, but adds additional power requirements. Players can also purchase additional systems and subsystems at stores throughout the galaxy. A system can be disabled (partially or fully) through attacks, but can always be repaired to full operation by crew members or repair drones. Finally, some systems can be manned by your crew for an additional bonus.
Subsystems, unlike primary systems, are automatically powered to their maximum available level for "free", without diverting energy from the reactor, though they can still be damaged and disabled.
All ships come with 3 slots for augmentations, which gives various bonuses to the ship. Augmentations can be bought (or sold) in shops littered throughout the game, and could also be found as part of random events. Some ships come equipped with unique augmentations from the start (the Zoltan Cruiser and its Super Shield for example).
Generic Augmentations
Ship Specific Augmentations
In FTL, players do not have direct piloting control of their ship. They instead control the individual systems and weapons of the ship, while directing the ship's crew to perform actions, like fighting fires, repairing hull breaches, and manning systems in the various rooms on board the ship. The player also has to balance the ship's limited power supply between the offensive and defensive systems. Combat is in real-time, but can be paused at any moment. There is no control of the ship's movement in combat, as both the player's and enemy's ship are displayed in static frames. Combat lasts until one side surrenders, escapes, or is destroyed.
Unless the player is equipped with specific augmentations, they will be unable to repair the hull of their ship without visiting a store or running into a special event, which gives combat a long game as well as the battle-to-battle scenarios.
There are many different types of weapons in FTL, each with a different balance of power consumption, reload time, and damage amount and type. Weapons start each encounter uncharged (unless the player has a special augmentation), and need to power up to fire. Some weapon types include:
A ship can also carry drones, which require a drone control subsystem and drone parts to operate. Drones provide offensive or defensive bonuses until they are destroyed, power is lost, or the drone system is disabled. Drones can fulfill many different tasks like missile and boarding defence, hull and system repairs, and offensive operations. Most ships do not start with a drone system, but one can be purchased in a store.
There are eight different races in FTL, each with their own advantages and disadvantages (save for humans, who have none). Each race has its own type of ship, but will often have members of other races. All ships can hold up to a maximum of eight crew members.
The ship's crew manages the various systems on board, providing additional benefits to the systems they are working on, and helping to repair broken systems and fend off boarders. Performing these tasks will increase their skill levels in that particular task, and crew members can master a particular skill (up to two levels), making them very proficient in that task. Crew members can die and be permanently lost in random encounters, but the Cloning Bay allows them to regenerate with a minor loss in skill levels. Generally, having a crew of mixed alien races will open up more encounter options.
| Races | Traits |
|---|---|
| Human | * Learn skills faster |
| Engi | * Repair rate doubled
|
| Mantis | * Combat damage doubled
|
| Rock | * Decreased damage from fire
|
| Slug | * Psychic powers function as sensors, even within nebulae |
| Zoltan | * Provides power to the currently manned system
|
| Crystal | * Unexplained "Lockdown" power
|
| Lanius | * Reduced Movement
|
Justin Ma and Matthew Davis claim that the idea for FTL came about when they both got sick from working on sports titles that their former employer, 2K China, was developing. Taking inspiration from television shows like Firefly and Star Trek and board games such as Red November and the Battlestar Galactica board game, Ma and Davis created a unique space game that drew much attention at IGF China 2011 where FTL won a finalist award. They received two honorable mentions at IGF 2012.
Following this modest success, the team launched a Kickstarter campaign that ended up meeting their conservative $10,000 goal in a matter of hours. Thanks to a well-received OnLive (Concept) demo and massive positive response from fans, the FTL Kickstarter closed at over 2000% of the initial goal.
A beta version of the game was released via Steam (Concept) for select Kickstarter backers on June 14, 2012 along with this FAQ. The game was released September 14th, 2012 on Steam (Concept) and GOG.com, and players can buy a DRM-free version at the [http:/www.ftlgame.com official website], which also comes with redeemable Steam keys.
As part of the iPad release, a free update for the PC and Mac versions of FTL came out on April 3, 2014. The Advanced Edition introduces a new alien race, the Lanius, and adds new content and events written by guest writers Tom Jubert (Person) and Chris Avellone (Person). The iPad version of the game includes the Advanced Edition content as part of the package.
In addition to the many different features above, FTL boasts a standout soundtrack created by Ben Prunty. This OST features a mixture of ambient sounds and fast, electronic beats.
The game's soundtrack was nominated for [http:/ign.com IGN]'s Best Overall Music and Best PC Sound of 2012. Additionally, it was recognized as being among [http:/kotaku.com Kotaku]'s Best Video Game Music of 2012, one of the Top Ten Video Game Soundtracks of 2012 on The Game Scouts, one of [http:/www.complex.com Complex] magazine's 25 Best Video Game Soundtracks on [https:/bandcamp.com Bandcamp], and one of NeoGAF's Official Game Soundtracks of the Year 2012.
PC System Requirements:
Mac System Requirements: