
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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 116 reviews with recorded playtime.
Reviews
Themes across 113 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
FTL is a true masterpiece of the Roguelite. An indie darling for good reason, beautiful pixel art, heart in mouth gameplay, and a soundtrack that is so sticky i'm bam bam bam, bada bam bam baaah. I've played it over and over. An will come back again.
tl;dr A fascinatingly complex and original type of roguelite game that is well worth the time and money. Definitely give it a try, especially if you’re a fan of strategy gameplay. [h1]Full Review[/h1] I had some vague awareness that FTL existed, but it was only after one of my friends mentioned playing it that I decided to try the game out myself. That decision snowballed into me, my wife, and most of our friend group becoming obsessed with the game for a few months! Needless to say, it is a really good game! But I shall explain why anyway, since that’s what a good review should do! Gameplay: FTL is an interesting blend of rogue elements and strategic decision-making. You guide a spaceship, outfitted with various systems, weaponry, and crewmembers, through eight galaxies in your quest to stop the Rebel fleet. Each galaxy is a randomly-generated bunch of various coordinate points, each of which containing some unknown encounter. Rather than freely flying your ship, you select nearby points on your map to travel to, and then proceed to resolve any events found there. Most commonly, you’ll enter combat with another ship upon arriving to a new location. This is where the game really shines! There are a variety of spaceship weapons and other utilities to help you neutralize any threats, and they all come with their strengths and weaknesses. This is made even more engaging through the fact that every spaceship, your own and others, has various systems it needs to keep protected. Furthermore, your ship’s crew don’t just exist as a name or integer – each member is physically present in your ship, and depending on their placement, they can help keep things running…or end up succumbing to damages such as fire or low oxygen. This all probably sounds pretty complex, and it is! There is certainly a learning curve. But after some field experience, one can quickly get a feel for what choices and strategies are more effective than others. There’s also a tutorial that helps for understanding button shortcuts and mechanics. If nothing else, remember that you can press space to pause all the real-time combat at any point so you can plan properly! While traversing the galaxies, you’ll also regularly find non-combat events, typically featuring multiple options for resolution. Learning how to handle each of these scenarios favorably is a massive boon, although it may take a bit of luck. Depending on who or what you have on your ship, you’ll sometimes be provided with additional options in blue text; these indicate that you have something specialized to handle this event, which often means a guaranteed good outcome. These events serve well to prevent getting exhausted with constant combat, while also still rewarding clever and/or well-prepared players. They also give plenty of insight into the universe this game is set in. Speaking of… Story: On its surface, FTL has a simple, straightforward story: your ship is part of the Federation, an intergalactic organization which is currently at war with the Rebels. Your ship in particular carries valuable information that could turn the tides of war, and you must traverse the galaxies in order to rejoin your fleet and inform them. While there aren’t really any named consistent characters, there are a number of factions found throughout these space worlds, and your interactions with them give a more interesting window into what this game’s worldbuilding is. The Rebels, for example, appear to be human supremacists; the game never states this outright, but in a universe filled with various alien races, their ships are noticeably only ever piloted and maintained by an all-human crew. The Mantis are an insectoid alien species that revels in glory through combat, and their ships are often found actively hunting other poor space travelers down as sport. In contrast are the Engi, a peaceful race of what appears to be biomechanical people who are proficient in advanced technology. These and many other traits appear consistently throughout the game, showing that even without a structured story, there was a lot of thought put into this game’s writing! Visuals: FTLs artistic direction is oozing with style. The greatest example of this is the spaceships, many of which unique designs that help distinguish themselves from other science fiction. Notably, each faction has their own style of ship, which both helps for recognizing who you’re dealing with as well as making combat encounters more refreshing with a variety of foes. Similar to the worldbuilding, the many little details in things such as the ship designs, weapon animations, and even how the little crewmembers move around, shows that somebody put a lot of effort into making these. I particularly like the explosion animation for a destroyed enemy ship; it is very satisfying! Music: The soundtrack fits the mood of this game so smoothly! While outside of danger, you’ll be treated to various space-sounding ambience depending on what galaxy you’re in. Safer galaxies have comfortable, more upbeat tracks, while the more remote or hostile galaxies have ominous ones. Upon entering combat, the ambience seamlessly transitions into a more urgent, steady beat, still also based on the galaxy. I’m a sucker for dynamic soundtracks, and FTL does it so perfectly! I also have to give some recognition to the soundtrack for the final battle, which, for lack of a better description, has great swagger and absolutely fits the fights it plays in! Replay Value: Being a roguelite, FTL of course is intended to be played many times over, with each run differing from the rest. Additional unlockable ships and loadouts help to diversify playthroughs and strategies as well. I got every Steam achievement in under 100 hours, but there is plenty more to do with this game beyond that, especially considering that the Hard difficulty is entirely optional for achievement hunting. In conclusion, FTL is a well-designed gem of a roguelite, likely being the first of its kind. It is certainly worth checking out, even over a decade later!
I can say with confidence that you shouldn't buy this. Like most other people who don't like the game, I think the rng completely ruins the experience. Don't listen to the people stating that there's individuals with win streaks of 90 or whatever, because immediately after telling you you're just bad they'll tell you to learn every single detail of any event and essentially memorize the wiki to actually enjoy the ♥♥♥♥♥♥♥♥ it'll throw at you. If you want a good rougelike, play TBOI, Mewgenics, Enter the Gungeon, or the Void War demo in particular if you want something similar without the unfair events and inconsistent difficulty. The worst part about this game is that you only realize that you want a refund after you out more than a few hours in. Please read reviews, even negative ones. If I did, I wouldn't have wasted 10 dollars on this crap.
Had a god run that ended because I was too stupid to plan ahead, so remember to do that.... (really good game tho, really cool modular systems and a lot of depth)
This is a hard review to write, in part because it took me almost a decade to do so. If there was an option to do so I would put this down as a neutral review as I do think there is a good reason it has become so beloved since its release. I want, so hard to like FTL and yet, 100 hours in I realise that if anything it made me frustrated rather than rewarded by the time I put into it. The game has a good idea, a good ‘core loop’ but is let down by the frustrating randomness that at times cripples you in ways that feel entirely out of your control. As with a lot of rogue-like games one tends to snowball and any upset to that early in the game will compound in the opposite direction, making you constantly weaker as enemies continually grow in strength. The controls in the form of real-time-with-pause encourage gameplay that often frustrates with specific timings needed to bypass enemy shields and certain weapons just wipe the floor with enemies while others are barely a tap. My biggest gripe is I think with overall balance, especially with the mother ship fight at the end of the game. Up to this point there are no larger enemies, no multi-stage fights and entire new mechanics are thrown at you in a way that feels out of scope with things that you have found up until that point. I think it’s an interesting game but I do just wish there was a more refined second version out there that worked with and improved upon some of the less enjoyable mechanics.
I want to like the game, but i can't recomment it... For the amount of options avalible to you there is to much RNG.
Trully a terrible game, all rng
way to hard
Не буду говорить что игра недостойна своих денег или плохая. Проблема в том- что большинство положительных отзывов максимально коротки и не по делу. О том, что эта игра классика- спорить не буду, я охотно в это верю, тем более что FTL послужило вдохновением для некоторых любимых мной проектов. Начнём с самого главного- я не чувствую что играю в игру. Точнее, я не чувствую что моя стратегия влияет хоть на что-то. Я фанат рогаликов и всегда стараюсь достичь в забегах идеала, но бои в FTL- чистый рандом. Ты не можешь выйти из здешних боёв без урона, тк как уважаемые боты очень склонны использовать ракеты, которым как-то наплевать на твой уровень щита- они попадают прямо по отсеку, так ещё и с большой вероятностью его поджигают. Так же присутствуют абордажи с помощью телепорта, как и писали среди здешних отзывов- абордажники чёртовы камикадзе, ломающие в первую очередь генератор кислорода, что бы и не мне- и не им. Зачастую на абордаж идут богомолы- раса, у которой урон в бою x1.5, думаю тут понятно что крестьянскому экипажу будет трудно им противостоять. Бои среди ионного поля- отдельный вид казино: вспышка может отключить тебе щиты, а вот врагу...Ну скажем- мед отсек. Что дальше? Тебя просто безжалостно обстреливают со всех орудий. Я могу согласиться что этот ивент- воля случайности и вы с соперником типо в равных условиях, мол а что если именно ему отключит щиты. Но! Ребята, я всё понимаю, но этот враг- лишь очередной нпс среди десятков предстоящий подобных боёв, а корабль игрока- один в своём роде и ему нельзя терпеть такой катастрофический ущерб с одной битвы лишь по вине рандома. Ракеты. Чёртовы ракеты, как же эта механика неминуемого урона меня затрахала. Да, их можно сбивать или защититься с помощью статического щита. Но что бы их сбить- у тебя должен быть модуль дронов и соответствующий дрон- а этого добра, как и статического щита, у тебя скорее всего и не будет. Прогрессия корабля. Она отвратительна. Спорить не буду- у меня не открыты все корабли и может где-то есть мега-супер-дупер-имба-корабль, но вот из Сокола, стартового корабля, выжить что-то внятное вообще нельзя. Даже потратив уйму лома на апгрейд энергии и пушек, достигнув максимума- ты всё равно будешь ограничен в выборе оружия. Ограничен! При максимальной прокачке! И тут я уже молчу что эта энергия может в теории уходить и на дронов- но её УЖЕ не хватает. Вражеские корабли. Начиналось красиво, но чем гуще в лес...Тем больше понимаешь абсурд боёв. Эти падлы так и норовят уклоняться от твоих атак, при этом имея 3-4 заряда щита. Что, простите? Хорошо, бой вынуждает использовать ракеты, но ракеты ТОЖЕ ПРОМАХИВАЮТСЯ, ведь что бы враг ПЕРЕСТАЛ УКЛОНЯТЬСЯ, нужно ПОПАСТЬ по его двигателю, после чего ПОПАСТЬ в его щиты, а пока щиты горят- двигатели уже починили и враг снова УКЛОНЯЕТСЯ, а ты, стреляя по ослабленному щиту НЕ ПОПАДАЕШЬ, ведь двигатели уже ПОЧИНЕНЫ и что бы вновь враг ПЕРЕСТАЛ УКЛОНЯТЬСЯ нужно ПОПАСТЬ РАКЕТОЙ по его двигателю, а пока ты это делаешь ЩИТЫ ВРАГА УЖЕ ПОЧИНЕНЫ. А твои ракеты НЕ БЕСКОНЕЧНЫЕ. И я напоминаю, что ты технически не можешь вести огонь из всех мощных орудий- ведь даже при максимальной прокачке- энергии просто не хватает. Лом, менеджмент, "ничего не хватает", бессмысленность бытия. На трудной сложности- лома на всё не хватит, ведь мало того что он уходит на починку, так тебе ещё каким-то чудом нужно добрать 4-й уровень щита. И вот знаете, как фанат Darkest Dungeon- где ресурсов и хила тоже "всегда не хватает, но достаточно для того, что бы выжить", в FTL я просто чувствую- "Мне не хватает", а потом по корпусу прилетает 3 ракеты и бб гг, ведь ты ничего не можешь с этим поделать. Так же лом тратиться и на покупку топлива/ракет. Финальный босс. Absolute Cinema. Я когда увидел это чучело- понял что ничего не понял. Дошёл на него впервые на сложной сложности и что увидел- просто какой-то ад из дронов-хуёнов, ракет-хует, щитов-хуёв и невероятной прочности корпуса-хуёрпоса. Куда эту суку бить что бы не били тебя? А пока ты это понимаешь- тебя просто поливают ковровой бомбардировкой. Причём на флагмане- в каждом отсеке сидит по человеку и они очень оперативно чинят каждое повреждение. Но даже не в этом дело- у босса аж 3 фазы, когда, бтв после первой- твой корабль держится лишь на слезах. Конечно я потерпел сокрушительное поражение, но что самое важное- я ♥♥♥♥♥ не понял. Мега комплексный босс который просто стирает тебя в порошок, ловит на подлёте все твои снаряды, против которого даже стратегию не успеваешь подобрать. Классно, спасибо. Я конечно не мастер в разработке игр, но в моём понимании, финальный босс должен хотя бы оставлять намёки как его победить и он не должен быть просто имбалансной залупой с подкрученными статами. Да и вообще, что за бред, почему на сражение с флагманом повстанцев отправляют ржавое корыто вместо флагманов федерации? Короче, не знаю. Не понравилось мне. Хотел попасть по кнопке рекомендую но случился ПРОМАХ.
Failed, failed, start again, failed. Annoying game. You just fail no matter how well you manage resources, go to store to upgrade things and manage the crew. Completely boring ad unrewarding. "The constant threat of defeat...." DOES NOT "...add importance and tension to every action." It's ♥♥♥♥♥♥♥ tedious.
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Japanese**languages with full audio support
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