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FTL: Faster Than Light

FTL: Faster Than Light

Developed by
Subset Games
Published by
Subset Games

$9.99

This "spaceship simulation roguelike-like" allows you to take your ship and crew on an adventure through a randomly generated galaxy filled with glory and bitter defeat.

Consensus
S81.3/100
Steam players95.1% positiveOverwhelmingly Positive78,873 reviews
Metacritic ↗84/100Users: 8.3/10
VG Insights estimate ↗≈3.9M copies · ≈$23.4M gross

What creators say

View full ranking →

Part 1 (Sep 2023) · #15 of 18 in that tierWatch the moment (0:58:55)

Tier list Part 1 (2023)

FTL is an older real-time-with-pause strategy roguelike where you crew a spaceship and jump through a galaxy of random events toward the end. He sees it as what Convoy is trying to be, but done much better. He replayed it the day before the ranking and his opinion rose. He places it at the low end of A, acknowledging it could easily be S for many people, but he personally reaches for newer roguelikes more often.

Liked

  • Strategic, engaging combat from the very start, with crew management and targeting specific enemy ship systems
  • Each ship part is distinct and adds unique aspects to battles
  • Node-to-node exploration with random events is faster and more interesting than Convoy's empty-space movement
  • Pause at any time and repair whenever you want, so the player sets the pace
  • Each run feels unique thanks to different weapons, crews and events
  • Hugely influential, a game that helped revive roguelikes

Disliked

  • Showing its age
  • Little roguelite meta-progression beyond unlocking new ships
  • He wasn't there early enough to feel the nostalgia, so it is less of a personal favorite
  • He now plays newer games like Across the Obelisk or Brotato more often

What players say

A real-time-with-pause spaceship management roguelike-like where you run a Federation cruiser and its crew through eight procedurally generated sectors, fleeing a rebel fleet to deliver intel to the fleet before permadeath ends the run.

FTL is widely regarded as a genre-defining indie classic: Steam shows about 95% positive across roughly 78.9k reviews (Overwhelmingly Positive), Metacritic critics score it 84 and users 8.3. Critics praised the way it makes players feel like starship captains, the tense system and crew juggling, and the ten-dollar value; the main critical knock (for example Edge at 70) is how much survival depends on random loot and dice rolls. Players who love it talk about hundreds or thousands of hours and the Multiverse mod, while the most common negative Steam reviews are from people who bounced off the RNG and the difficulty, including on Easy. It is a finished game (Advanced Edition free update in 2014), not early access, and Steam reviewers still describe it as beloved 14 years on.

Players love

  • Tense real-time-with-pause combat where you manage power between weapons, shields, engines, oxygen and other subsystems, and can pause to plan frame by frame
  • Crew micromanagement creates emotional stories: losing a favourite crew member to fire, boarders or vacuum stings and drives 'one more run'
  • Deep build variety from weapons, drones, augments and ship layouts (ten ships plus unlockable alternate layouts) with tactics that reward learning enemy and weapon matchups
  • Skill-based progression rather than power unlocks: reviewers note runs get easier because the player improves, not because of meta upgrades
  • Atmospheric soundtrack and lonely, vast space mood that many reviewers single out
  • Strong random-event writing and choose-your-own-adventure style text encounters that make each run feel like a new story
  • Tiny footprint, cheap price and runs on very low-end hardware (Mac, Windows, Linux)
  • Huge replay value and mod scene, especially the Multiverse mod, which reviewers describe as an enormous expansion in the spirit of the original

Common complaints

  • RNG-heavy evasion and hit chances: bad streaks of misses or enemy volleys on key systems can end a run no matter how well you play (the most common complaint in negative Steam reviews)
  • Early game snowballing: a weak scrap or weapon start, or a bad early sector, compounds and dooms later sectors
  • Final boss (the Rebel flagship) is seen as a sharp difficulty and mechanic spike; several reviewers say it demands specific builds plus luck after hours of runs
  • Boarding and fire mechanics can feel like harsh pass/fail minigames, and fires can snowball quickly and kill crew
  • Difficulty labels feel misleading: multiple reviewers say 'Easy' is still very hard, and one cited only about a quarter of players having beaten the game on Easy
  • Crew and click handling in the heat of combat can feel fiddly, with crew reaction and pathing occasionally frustrating
  • Some weapon classes and droids feel weak or poorly balanced versus others, per reviewers

Can feel tedious

  • Long runs, often 2-3 hours by reviewers' accounts, so a loss in the last sector feels costly
  • Early-game scrap scrounging and node-by-node exploration when a start is weak can feel grindy and repetitive
  • Repeated restarts when a run is crippled early by bad luck, without meta progression to soften it
  • Fire and boarding micromanagement in crises can feel stressful rather than fun
  • Guessing where the rebel fleet advance will catch you can create dead-end paths that feel unfair
  • Constant vigilance: one reviewer called it both slow and the most stressful strategy roguelike they had played

What's unique

  • You fly no ship directly; you run its systems and crew as a bridge-level commander, blending roguelike structure with real-time tactics and ship management
  • Permadeath runs with no persistent power upgrades, only unlocked ships and layouts, so player knowledge is the progression
  • Star Trek and Firefly flavour with six alien crew races whose traits (rock, mantis, engi, slug, zoltan, crystal) change tactics
  • Designed explicitly as a 'suicide mission' with the developers reportedly targeting roughly a 10% win rate
  • Pause-anytime, frame-by-frame spatial planning of fires, breaches, boarders and oxygen across a cutaway ship layout
  • Tiny two-person team (Matthew Davis and Jay Ma) that turned a Kickstarter ask of $10,000 into over $200,000 and helped kick off the indie roguelike wave

Players want

  • Rename or rebalance difficulty modes so Easy is truly approachable for casual players, as many negative reviews request
  • Reduce reliance on evasion dice and punishing streaks, or give players more tools to mitigate bad luck, especially in the final sector
  • Better teaching of hazards so players understand why a run collapsed early (one reviewer wanted clearer feedback on what went wrong)
  • Better balance for droids, anti-personnel options and weaker weapons, and smoother crew task handling (auto-repair priority ideas appeared in reviews)
  • Smoother final boss ramp: a reviewer said the flagship introduces multi-stage mechanics not seen earlier, and wanted a more refined successor or second version
  • More official content or a sequel beyond Advanced Edition: fans say they want more from Subset Games

Summarised from Steam reviews and community discussion.

Steam tags

Rogue-likeSpaceStrategySci-fiIndieSingleplayerPerma DeathDifficultReplay ValueReal-Time with Pause

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