12 years ago the best indie game was released
FTL: Faster Than Light is a roguelike game created by indie developer Subset Games, which was released for Windows, MacOS, and Linux in September 2012. In the game, the player controls the crew of a single spacecraft, holding critical information to be delivered to an allied fleet, while being pursued by a large rebel fleet. The player must guide the spacecraft through eight sectors, each with planetary systems and events procedurally generated in a roguelike fashion, while facing rebel and other hostile forces, recruiting new crew, and outfitting and upgrading their ship. Combat takes place in pausable real time, and if the ship is destroyed or all of its crew lost, the game ends, forcing the player to restart with a new ship.
The concept for FTL was based on tabletop board games and other non-strategic space combat video games that required the player to manage an array of a ship’s functions. The initial development by the two-man Subset Games was self-funded, and guided towards developing entries for various indie game competitions. With positive responses from the players and judges at these events, Subset opted to engage in a crowd-sourced Kickstarter campaign to finish the title, and succeeded in obtaining twenty times more than they had sought; the extra funds were used towards more professional art, music and in-game writing.
The game, considered one of the major successes of the Kickstarter fundraisers for video games, was released in September 2012 to positive reviews. An updated version, FTL: Advanced Edition, added additional ships, events, and other gameplay elements, and was released in April 2014 as a free update for existing owners and was put up for purchase on iPad devices
Synopsis
The player controls a spacecraft capable of traveling faster-than-light (FTL). It belongs to the Galactic Federation, which is on the verge of defeat in a war with an exclusively human rebel faction, simply called the Rebellion. The player’s crew intercepts a data packet from the rebel fleet containing information that could throw the rebels into disarray and ensure a Federation victory. The goal is to reach Federation headquarters, waiting several space sectors away, while avoiding destruction from hostile ships or by the pursuing rebel fleet
Development
FTL is the product of the two-man team of Subset Games, Matthew Davis and Justin Ma. Both were employees of 2K Games’s Shanghai studio, and became friends during their tenure there, playing various board games in their free time.
Davis had left 2K Games early in 2011, and after biking through China, returned and joined Ma, who had also recently quit, and began working on the core FTL game. They agreed they would spend a year towards development and if their efforts did not pan out, they would go on to other things. Following the success of the game, the pair began work on their second game, Into the Breach.
The idea for FTL was inspired by tabletop board games, such as Battlestar Galactica: The Board Game, a 2005 space roguelite computer game released by Digital Eel, Weird Worlds: Return to Infinite Space, and non-strategic video games, such as Star Wars: X-Wing, where the player would have to route power to available systems to best manage the situation.
Unlike most space combat simulation games, the beginning idea was the player being captain rather than a pilot according to Davis, and to make “the player feel like they were Captain Picard yelling at engineers to get the shields back online”, as stated by Ma. The intent of the game was to make it feel like a “suicide mission”, and had adjusted the various elements of the game to anticipate a 10% success rate of winning the game.
The permanence of a gameplay mistake was a critical element they wanted to include, and gameplay features such as permadeath emphasized this approach.
Only as they neared the August 2011 Game Developers Conference in China after about six months of work, where they planned to submit FTL as part of the Independent Games Festival there, did they start focusing on the game’s art. The game was named as a finalist at the IGF China competition, leading to initial media exposure for the game.
The additional attention to the game forced them to extend development – what would be a two-year process – and thus they turned to Kickstarter in order to fund the final polish of the game as well as costs associated to its release, seeking a total funding goal of $10,000. Subset games was able to raise over $200,000 through the effort. FTL represents one of the first games to come out from this surge in crowd-funded games, and demonstrates that such funding mechanisms can support video game development.
With the larger funding, Subset considered the benefit of adding more features at the cost of extending the game’s release schedule. They opted to make some small improvements on the game, with only a one-month release delay from their planned schedule, and stated they would use the remaining Kickstarter funds for future project development.
The additional funds allowed them to pay for licensing fees of middleware libraries and applications to improve the game’s performance. Additionally, they were able to outsource other game assets; in particular additional writing and world design was provided by Tom Jubert (Penumbra, Driver: San Francisco), while music was composed by Ben Prunty.
Prunty wanted to create an interactive soundtrack that would change when the player entered and exited battle; for this, he composed the calmer “Explore” (non-battle) version of each song, then build atop that to create the more-engaging “Battle” version. Within the game, both versions of the song play at the same time, with the game cross-fading between the versions based on action in the game.
One of the highest tiers of the Kickstarter campaign allowed a contributor to help design a species for inclusion in the game. One supporter contributed at this level and helped design the Crystal.
FTL: Advanced Edition
FTL: Advanced Edition adds several new events, ships, equipment and other features to the existing game. This version was released on April 3, 2014 as a free update for FTL owners, and as a separate release for iPad devices, with the potential for other mobile systems in the future. A new playable species, the Lanius — metallic lifeforms that reduce oxygen levels in any room they are in — were introduced.
Subset Games has stated that they would not likely create a direct sequel to FTL, though future games they are planning may include similar concepts that were introduced in FTL. Their subsequent game, Into the Breach was not funded through Kickstarter and it is unlikely that they will use the platform in future, as they have raised enough money through sales of FTL to fund future projects.
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dreamcast injects if you’re talking about how pretty the dreamcast versions look then I do use one called Dreamcast conversion. I can’t really go back to DX anymore I don’t understand why they took the lushness away from mystic ruins or red mountain and like the characters too shiny only really looks good on metal sonic.
Shadow mod is 100% worth getting and you can do reloaded on top of the windii subs. As for 06 meme lines and even some of the more heart felt ones they stick with me. This gonna sound dumb but my breakthrough of that game story wise was probably hearing Silver, that whole trying to be tough doing hard decisions while not being sure of anything really struck an accord with me. I quite like silver and sometimes I feel odd on his inclusion afterward. Rivals 1 was rough and other than shadow’s story line I don’t know how much I like the story. Rivals 2 was much better overall but after finishing it I don’t really go back to it. Level wise both are actually pretty cool though I won’t spoil it but rivals one is basically a call back to the original games and I don’t mean like they did green hill again. Another long post but it’s mostly me rambling.
Not just their veisuals, although they did absolutely ruin them on Gamecube and PC, but also SADX plays a lot worse than SA1 on DC. My standard issue version of SA1 is the Dreamcast 1.005 version with Flycast patches to enable 60fps widescreen. I can’t go back to DX either, god the materials rendering is all messed up.
Alright rad, I already have a physical Xbox Shadow for vanilla so I might do retranslated/Reloaded on a Gamecube ISO and make that my standard emulated version.
I guess Silver does have something approaching a character arc, now I think about it… He’s eh breddy cool guy, which I guess is why they semi-retconned his backstory (a few times) to keep him around, good move. Also do the stories in the Rivals games even matter? I played Rivals 2 back in the day and didn’t think much of it…
I do got some mods running for 60 fps and widescreen too and yeah it’s another thing I can’t really go back to anymore so there’s hope if you ever wanna try the steam version. I’ll admit I don’t know what a flycast patch is or the differences of dreamcast verisons before steam I played it either on the gamecube or ps3. Only reason I went to steam is because I heard it was easy to mod with sonic mod manager even then I picked it up on sale because I rather not keep buying this game.
I’m sure you’re gonna have a blast with reloaded, I tried to get another friend who got through the game to try it but she wasn’t crazy about it. I still need to try the 1.2 version but even the 1.0 version I sunk months into was worth it. Retranslated an extra step but if it’s gonna be your main way of playing shadow then you’re already going through the trouble why not right? https://cdromance.org/gamecube/shadow-the-hedgehog-reloaded-hack/ I don’t know how you feel about downloading prepatched roms but here’s one and I used this site before to just get reloaded 1.0 before with no issues.
Shadow’s story for rivals does have a good call back to his game but I’m not super sure if it’s worth playing for him to say the one line. Rivals 2 has a story and like they do their best to try to make them connect but at least the characters feel more consistent than just making everyone competitive and rude like in rivals 1. You can patch both to make them run at 60fps on ppsspp https://forums.ppsspp.org/showthread.php?tid=22800 so if you ever felt like just time attacking them it is fun though some parts aren’t made for it and you gotta revert back to 30fps to get past certain sections. Seeing them T pose after the battle sections of 2 was still funny though.
I find the Dreamcast version maybe controls better and def has better collision. Flycast patches are just for the emulator, you can get em in a big pack that makes SA1 smell real good. I do admire the SADX modding community, fwiw.
Prepatched roms are handy and based, thank you very much. Might be cool and funny even, I like that it got updated. Also that patch for Rivals is cute, why are the Rivals games real though lol
new SA1 smell you’ve sold me on this. No problem I never know how people feel about prepatched roms but I like them lot less effort. Rival games where made so the psp could have something besides ports both games have that good old jank I’ve grown fond of in these games.