![]() ![]() Or it could be the dreaded Mantis engaging you in an epic battle so they can collect your fingers as trophies. It might be something silly like a massive space whale. The randomized events capture the spirit of an episodic sci-fi show, where the ship and her crew never know what's at the end of the next jump. ![]() Justin: The entire premise of the game was inspired by those types of shows, books and movies, but it's most obvious in the variety of text-based encounters. Has FTL retained its Firefly and Star Trek inspirational roots? How? I hope FTL starts to fill the gap in the gaming pantheon and inspires more people to make "spaceship simulation roguelike-likes." There's not enough supply and plenty of demand at the moment. Many of the early responses to the game were something along the lines of, "Oh I always wanted to make a game like this." It's thanks to the TV shows and movies that inspired us that other people have also been wanting games like these. Matthew: FTL has managed to tap into something that people have wanted. What do you think intrigues players about FTL, so much so that they've over-funded its production and it's been nominated for several awards, before the game was even released? On a personal level, it's just pleasant to be able to release the game without worrying about how we'll pay for food or rent. The previous five alien races has turned into seven, all with unique personalities, ships and encounters that really add to the in game exploration. And we've also contracted out our writer, Tom Jubert, to greatly expand the galaxy of FTL. It has allowed us to dramatically expand our sound budget to include a much larger, absolutely brilliant soundtrack from Ben Prunty. We still found ways to make FTL better thanks for the funding. Matthew: FTL was already so far along in development it would've been difficult to make any massive changes to the core game (especially if we wanted to meet our deadlines). ![]() How has that extra cash helped development or your personal lives? %Gallery-166005% Your Kickstarter was a gigantic success, raising more than $200,000 when you asked only for $10,000. Your crew might be trapped putting out a fire in the weapons rooms while at the same time boarders are trying to break the doors down because they're suffocating after mistakenly sabotaging your oxygen system. When all of these interact you can get some amazing and unpredictable situations. Justin: Each element of the game is pretty simple on its own: Blast doors can restrict enemy movement on your ship oxygen can be vented by opening the airlocks fire spreads through open doors. But the combat is focused on the ship interior as opposed to "dogfighting" in space. Matthew Davis: The core game can be compared to something like Weird Worlds or Flotilla where the player is travelling to various star systems, encountering events and upgrading their ship. In between fights the game is filled with "choose your own adventure" style text-based events with many possible outcomes. Combat requires you to control the crew to keep your ship running and fight off intruders, balancing your power distribution, and trying to wreak havoc on the enemy ship. Justin Ma: Our game is called FTL: Faster than Light and we've been describing it as a "spaceship simulation roguelike-like." The focus is on managing a spaceship and her crew as they explore a randomized galaxy. What's your game called and what's it about? ![]()
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