Reviews from

in the past


Perhaps FTL's most understated strength is how well it toys with tension. As the last hope of the federation, it's your job to carry the final warning to your base and build up a reliable arsenal of weaponry, crew, and tools, all while navigating this seemingly hostile and unpredictable interstellar landscape. There's so much that could potentially go wrong regardless of your boons; mantises could teleport onto your ship and slaughter your teammates, hull breaching missiles could starve your ship of oxygen while your shields are disabled by ion shots, ionizer drones could barge in and randomly disable your systems while under fire from beam weapons, and so much more. Peace and stability are fragile, fleeting things in this universe; every decision you make, every shot you take and dodge, feels like yet another roll of the dice. It's only a matter of time before you stumble into another nearby star where solar flares turn the ship into a sporadic furnace, or that distress signal you thought to help out was actually a rebel honeypot, or negotiations break down and Hacking Malfunction's sinister and eerie exploration theme flips like a switch to its battle counterpart and the war drums begin thumping in sync to the opening shots of yet another engagement. Safety is merely a formality in the eye of the storm, and the only certainty that is nothing feels certain when jeopardy is just one click away.

Yet, I never felt alienated by how RNG-heavy FTL often appears to be, because somewhere in the back of my mind, I was constantly reminded that there was always some degree of a solution. The intricacies of the systems and mechanics involved in the turn-based real time hybrid combat as well as the many factors regarding map navigation always seem to lend some degree of freedom when it comes to tackling new problems, considering the depth of interaction created when so many different ideas and concepts intertwine. Boarders and ship fires can be painfully snuffed out by opening the ship's airlocks and corresponding doors to temporarily deoxygenate parts of your ship. Enemy defenses such as heavy shields can be bypassed with missiles and bombs to properly disable corresponding systems, or perhaps you'd rather overwhelm shields with flak cannons before using Bio-Beams to destroy enemy crew members instead and gain more scrap from empty ships. Even random events within galaxy maps can often be affected by your current toolkit; for instance, one random event lets you disable a rogue cannon on a whim if you happen to have ion weaponry aboard, while another random event might allow you to have your Slug crew member assess the mental condition of a stranded human to see if it's worthwhile picking him up while avoiding any potential sabotage. Alternatively, many potential "dangerous" events can be spotted from afar with long-range sensors so you're not just walking into asteroid fields and falsified distress signals left and right. It's not perfect of course; rarely will you ever have all the necessary equipment and crew at your disposal to mitigate or avoid every negative externality, and many times, it just comes to yet another case of making tight judgement calls and internalizing the natural push and pull of just how much you're willing to put at stake before you end up getting the short straw.

Nevertheless, there was something at play that kept me trying over and over again even though it ultimately took me over five years of playing on and off to finish the game on easy mode. It always felt like I could progress further had I just done this instead, or now that I've made these mistakes I could try again and just change a few habits or prepare more adequately, or as djkoutsos put it, there was more to the situation at hand that I had missed at first that was worth another run to explore more thoroughly. It's this constant enigma as well as this sensation that I could always do better or at least have done something to better my situation, that drove me forward. I've resigned myself to the fate that something will inevitably go wrong, but by doing so, I've also accepted that my efforts don't feel like they were vain when it seems like all hope is lost. Perhaps the RNG will overwhelm me at the worst possible time as usual, but I think it's just as important that FTL manages to consistently preserve the illusion of control so the game never genuinely feels too unfair or aggravating.

There's one exception to this rule unfortunately, which makes it stand out as FTL's most glaring weakness. As implied earlier, difficulty spikes in FTL arise from losing the luck of the draw, which happens so often that there's a certain satisfaction to playing it cool and Macgyvering your way out of the seemingly impossible. However, one difficulty spike stands out above the crowd, in the form of the final boss. The rebel flagship in sector 8 is essentially a gauntlet of every strategy thrown at you at once: tons of firing weapons, drone support, Zoltan shields, cloaking, energy surges that fire a billion lasers at you at once, you name it and they've got it. It is almost humanizing fighting each separate enemy ship in FTL, because everything that they've got up their sleeve, you can respond to in tandem, and vice versa; it's why personal growth and knowledge of the game's systems is so fundamental to fulfilling progression. That's also why the final boss sticks out like a sore thumb; it's this grueling three part encounter of navigating the encyclopedia of FTL, with each part most likely right after another because chances are that all nearby beacons have been taken over by rebel anti ship batteries and you won't have any meaningful opportunities to repair your ship, much less drastically alter your load-out. As such, conquering the final boss is often a matter of keeping the final destination in mind during the initial trek with little room to improvise during the denouement, which can unfortunately make the bulk of the game feel like all prep work for a final confrontation that overshadows many of the quick skirmishes prior. It's most likely an intentional design decision considering how much the rebel fleet is gassed up by friends and foes alike during your journey; I just wish that the final boss was balanced more accordingly so that my failures didn't feel tinged with disappointment of "wasting" a couple of hours only to get wiped by a slew of hazards in ten minutes or so.

I think I'll always have a soft spot for FTL regardless. It's been almost nine years since I've cracked open the game for the first time, and there's just something enthralling about constantly balancing on the precipice of danger and carefully mashing the space bar to squeeze every bit of leeway from every possible in-game second. If you're looking for a game that you'll constantly keep learning from yet never truly "master" due to all the curveballs it keeps throwing at you, this is prime material right here. Just heed my advice: don't fuck with the alien spiders, as nothing good will come of that. Unless you've got fire beams, in which case, fire away.

This review contains spoilers

FTL is, to me, one of those games that always finds its way back to my hard drive. It feels like a toy or a great puzzle disguised as an unforgiving sci-fi adventure with a dark, thoughtful score.

This game is greatly enhanced by isolating from the internet archive of knowledge, because the path to unlocking new ships and receiving great rewards is always achievable by trial and error. Some of my favorite moments in this game have come from killing a character I was meant to save and receiving a bleak message along the lines of "you feel as though you left something behind..."

I would recommend this game to anyone who loves a game infused with the emptiness of outer space and those who love a game about surviving constant challenge.

i love this game but the last boss is basically dependent on the RNG you had throughout the run. It's way better with multiverse mod though.

A very nice catch by steam here. This game is basically star trek as you have many different rooms and systems and at times I felt like saying to myself "move full power to the shields" and it is a lot of fun. It's somewhat a simple game, but it's done so well and in such a way that it's like playing your own little star trek game. You have a story where you have to run ahead of the rebellion to pass on the message to the guys in charge to give yourself a advantage. A lot of effort and fun in this game and well worth the price.

This honestly might be one of the best games of all time. It makes me want to blow my brains out though. Its aesthetic is peak, its music is peak, and its gameplay is satisfying and addictive. I don't know if any game can compare to the dopamine rush you get from actually winning here.


It's great, but coming to it after already playing Into the Breach feels like taking a step down

One of those games I respect much more than I enjoy playing.

Final boss is BS, but its a great concept for a rogue-like with a memorable OST.

I was so addicted to this game in school, but I could never beat it. I picked it back up just a few days ago and beat it on my 4th run

makes me very emotional honestly, really sublime experience despite its simplicity

Les streams de mv dessus quelle époque

GOAT

(In terms of music. Fucking changed my life. Shoutout LittleVmills FTL Rock Cover)

this game would be awesome if it wasnt permadeath i cannot get invested and i get that it puts stakes on the player or whatever but what the fuck do i care i like flying around in space and cant play x3 because im too retarded to figure out how space economy works

A really ingeniously designed neo-roguelike/strategy game, and one of the few games I've ever seen people write elaborate chess-style treatises about & argue about the efficacy of different strategies ten years down the line.

It's quite complicated, and is to a certain extent not quite what it looks like on the box--I myself was a little caught off guard by the winning strategy being "murder as many people as you can, if at all possible personally"--so I don't blame anyone who can't get into it. But for me, it really scratches an itch that nothing else ever has, in that it really makes you feel like the commander at the bridge, giving orders to divert power from engines and slamming your fist down on the arm of your chair when that one-in-a-million shot hits you anyway, but where it's also a game that's at its heart about slow, carefully thought-out tactical and strategic decisions, rather than the combination of reflexes and split-second gut decisions games where you're running a ship are usually like.

One of the most punishing games I've ever played, and sometimes, even playing your best will not be enough. But goddamn do I keep coming back for more.

My introduction into the roguelike genre, mainly due to my interest in a more tactical, strategic space combat game that was accessible to play. While FTL is all that, it goes much deeper, being one of the first games to reinvigorate the Roguelike genre we know today.

First of all, the game is very unforgiving. Until you learn what tools you need to get through later levels and win your runs, it will beat you down without any remorse, even on Easy. Nevertheless, the tools are there, and with multiple ships to unlock, there is a variety of playstyles that can be viable, though the game does pigeonhole you a bit towards the end, needing specific counters to the final boss that limit that ability to be a bit more unique in your builds at higher levels.

The intuitiveness of the interface, and the strategic depth of the minute to minute gameplay are fantastic, all wrapped in a clean aesthetic punctuated by an atmospheric soundtrack. The free Advanced Edition update that was released also adds new content that expands the game and keeps it fresh years later. Whether you like space games or just want a challenging roguelike, this game will not dissapoint.

This game is a whole ass drama. You’ll laugh and cry and you’ll face tragedy and it’s all unique to you. Magnificent

one of the best roguelikes. really addictive

One of the best roguelites in the entire genre, and an excellent strategy game overall. Fantastic and very active modding community.

this kind of game is so not my thing but it’s welcoming and easy to pick up and put down and shiiiit i’m havin a lot of fun

Game is amazing, but very dependent on RNG, but once you get better at the game (quite high learning curve), it is really fun to mess around

Superb game. Great use of real time with pause for tense but tactical gameplay, and both short and long term strategy intertwining perfectly. There is a diverse range of weapons and tools to play with and develop your ship over the course of a run (though the viable plans are a little more restrictive on the highest difficulty) and every run of FTL is a great challenge throughout.

FTL is an indie classic.


Endless replay value, try different builds with different crews. That last boss is TOUGH!

Es mi roguelite favorito y no he ganado una run todavía

It's really good! I love roguelike adventure games where you get to make decisions. Although, the Steam achievement are bullshit and some of them don't even get registered when you complete them.