
Every step of the way, the reception of the game exceeded our expectations.” “After we started showing the game around, it became clear it might be viable as a finished product, so we formed a company, did a small Kickstarter, and tried to finish it in a timely manner. “We didn’t really expect anyone would enjoy it we were making it entirely for our own entertainment,” said Justin Ma, artist and co-designer of FTL. It has always been a harsh experience from the start. We talked to the Kirk and Picard of Subset Games, Justin Ma, and Matthew Davis, who crafted FTL, about the impact of the game on themselves, the players, and developers alike.įTL began as a prototype while the developers were between jobs for a year. A decade on, people are still starting up their Kestrel’s engines and plotting routes into the unknown. Through an exceptionally tight combination of mechanics, storytelling, and calamity, FTL remains a remarkably popular way to ruin an evening. Developers Subset Games made a game they wanted to play, and as it happens, a lot of people wanted to play it, too.


Every step of the journey is a leap into peril, where your captaining skills are called upon to divert power, vent fires, and battle the hostile enemies that focus on your vulnerable ship.

The game, a tough-as-nails roguelike, is simple enough: you’re the captain of a fleeing Federation vessel, desperately trying to keep ahead of a wave of Rebel ships hunting you down. By Craig Pearson FTL: Faster Than Light appeared ten years ago, like a small scout ship illuminating the path for the rest of the fleet to follow.
