

FTL: Faster Than Light
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About FTL: Faster Than Light
FTL: Faster Than Light puts you in command of a spacecraft on a dangerous journey through a randomly generated galaxy. Manage ship power, direct your crew and choose how to handle each fight, from escape to weapons or boarding; combat can be paused while you plan. Encounters bring difficult choices, and permadeath makes defeat final. Steam player rating: 94% from 62,967 reviews. Steam PC interface languages: Simplified Chinese, English, French, Italian, German, Spanish, Polish, Portuguese-Brazil, Russian, and Japanese. Released September 14, 2012.
Credits
Lowest recorded in 36 months
$1.992026-03-30 · Epic Game StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
| French | Yes | Yes | Yes |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Polish | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
Steam PC edition data · 2026-10-16
02Before you buy
How it plays
On Steam PC, FTL is a single-player roguelike strategy game. You command crew, manage ship power and can pause combat to issue orders.
Language
The listed Steam PC languages include English; listed language support includes full audio and subtitles.
03Frequently asked questions
Are runs the same each time?
No. Each run crosses a randomly generated galaxy with changing encounters and outcomes.
Does the game have permadeath?
Yes. Permadeath means defeat ends that run.
Can combat be paused?
Yes. You can pause during combat to assess the situation and give orders.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
FTL is like solving a Rubik's cube, it's fairly simple if you know what to do, but then the Rubik's cube starts unsolving itself, your hands turn in to stubs and your house is on fire. 10/10 would die again.Show moreShow less
Sigh...I...cannot in good faith recommend this game. Not to everyone. Is it bad? Hell no. This game is remarkably polished in a number of aspects. The problem is, the game isn't very fun. At least not in the long run. When you start off, you will be full of wonder, piloting your starship into unknown realms, trying to save the your allies from the rebels! Then you'll die, lose everything and have to start over again. This pattern will repeat for about 20 times before you become super frustrated and give up on the game. Let me reiterate...FTL is not a bad game. It is damn good. However, it fails in one crucial way. It does not give you a feeling of incremental progress. Some may like the challenge that that brings, but for a rogue-like to be worth your time these days, with so many other rogue-likes out there, it needs to make your time meaningful. FTL is a time waster...it will kill you over and over again and it will be due to randomness, not to any fault of your own. And seldom ever will the game change or improve. Of the over 10 ships to unlock, I got...four. After many failed attempts. By accident. Each death was just as frustratingly stupid and unavoidable as the last. If you like that, fine, have at it, the game's mechanics are solid, but...FTL just wastes my time. And I cannot recommend it on those merits alone.Show moreShow less
kind of like you're in Firefly, except you get cancelled after 3 hours instead of 16 episodesShow moreShow less
I REALLY wish there was some sort of neutral review option instead of the up or down thumbs. Let me just say that this game is extremely fun. It is extremely polished and it will keep you coming back for more time and time again when you die. And yes, you will die....ALOT. The main problem i have with this game is how it always seems like your opponents dont play by the same rules as you. This is laughably apparent when you encounter the flagship, but more on that later. This is a game where the RNG (random number generator or random number god) holds your fate in its hand almost every time you do a jump. It does not matter how decked out your ship is, how many max level crew you have or how prepared you THINK you are. Like i said in the previous paragraph, the game does not play by the same rules as you, and you will find many enounters that feel unfair, or some that are flat out impossible to win against depending on what ship you pick. And that leads me to the games boss, the flagship. If you manage to get to this behemoth of a ship, you will probably do what i did the first time i encountered it. First you will be awe struck at how big and how many systems and weapons it has, and then when it fires that first volley of lasers and missles which seem to never end, you will sit back, laugh out loud and roll your eyes. I am by no means saying the flagship cant be beaten, because it most definitely can. The problem is in order to beat it there are really only a small list of ship "builds" that are effective, and even with those setups, grasping victory can seem very difficult. Alot of the time you have to rely on luck, because while you think that 55% evasion you have actually equals 55%, it will feel like 10% when a full volley of missles and 2 volleys of lasers all impact with almost no misses whatsoever. As i said, the game is very fun, its definitely worth your time, and you will come back for more no matter how stupidly frustrating it can be. Just realize that all the planning and ship upgrades in the world are just one or two jumps from ending up as space debris at any given moment.Show moreShow less
There's nothing like the feeling when a game which wasn't even on your radar comes along, completely blows you away and reminds you why you love this hobby very dearly. And that's paramount. Even the best of us lose our faith sometimes. Faster Than Light is one of those games that comes out of nowhere and makes you a believer again. It is a testament to the brilliance of design over budget and as such is a shining beacon of this medium. In Faster Than Light, the player takes on the role of a starship captain whose singular goal is to defend the Federation from a rebel threat. The concept is simple, you have to make it through seven grueling sectors to face the mammoth rebel flagship which will mercilessly put your nerves and skill to the test. It employs tough but fair school of design in which you will dearly pay for every single mistake you make, no matter how small. You may not even realize your mistake until it is too late. You start with a barebones crew and equipment which you'll want to heavily upgrade by the time you reach the end. You'll achieve that by travelling through the galaxy, doing quests, fighting or aiding other ships or just buying whatever you can afford. This is a roguelike so every playthrough is completely different with randomized quests and loot drops. Sometimes you may feel slighted by the item drops or the difficult situations you find yourself in, but almost every piece of equipment is useful in some way and there's almost always a way out of a sticky situation. Being a roguelike also means that if you die, you have to start all over again. The sense of urgency is further heightened by the oncoming rebel fleet which won't allow you to roam the galaxy however you wish. Absolutely everything in Faster Than Light is subject to careful forethought and planning, otherwise you might just back yourself into a corner. As the ship's captain, it is your duty to take care of absolutely everything that goes on your ship, the design is meticulously detailed. You have absolute control over a variety of systems including engines, shields, weapons, medbay, oxygen supply, helm, sensors, even doors. You also control every single crewmember. There are different races in the game and each specializes in a certain trait (except for humans). For example, Engis repair damaged systems faster, the Rock are immune to fire whereas the Mantis are great for ship intruders. This all might sound overwhelming and there's actually a lot more various nuances to talk about here, but the tutorial is fantastic and you'll get the hang of the game quickly. This is a classic case of easy to learn, difficult to master. The universe in Faster Than Light is pretty basic, it borrows liberally from various other sci-fi sources. Nevertheless, it is expertly put together. It is a very believable universe in which you'll learn about what's going on mostly through direct gameplay when interacting with other races and factions. The Advanced Edition adds more content to the game most notably a new race with a new ship, fantastic new weapons and new upgrades such as mind control, cloning bay and hacking. The completely free expansion fleshes out the universe even further, but much more importantly it adds a myriad of new combinations of tactics that are at your disposal. Faster Than Light is an exceptional work of game design. Its biggest accomplishment, which so few games manage to pull off, is that it draws you in, hooks you and never lets go. It is extremely addictive, even when you lose horribly and quit the game, all it takes is a few seconds and you're thinking about what you could've done differently and what tactics you will use next time you fire it up. And then you click play. Again. 10 OUT OF 10 (MASTERPIECE)Show moreShow less
I've put a bout 60 hours into the game, but I think it has a fatal flaw. Randomness is the single greatest factor in if you can actually win a run. I get that its a roguelike, and as such it has some amount of RNG to it, but it feels like RNG is the biggest thing that determines if you live or die. Sometimes the game shops won't spawn weapons/upgrades strong enough to defeat the final boss. Other times the enemy ships evade all your attacks and you can't dodge a single shot. Sometimes events give you scrap(money that you can buy ship upgrades with), and other times they kill a crew member, damage your ship, or have some other detrimental effect. The number of runs in this game that I've had where it feels like I was sunk from the beginning, where the tools to beat the game just didn't exist, is too high. RNG needs to be toned down in the game.Show moreShow less
Dark Souls came home drunk again. It was the third time this week. By now The Oregon Trail had grown used to such tumultuous behavior, even on a nightly basis. He stumbled through the doorway hollering about some curse of the undead. The Oregon Trail, keen on diffusing such situations, offered Dark Souls a place on the bed and a glass of estus. "Would you like something to eat?" she asked. "We took down a bison today." He shook his head and took her hand. "You are so beautiful. Did you know that?" The Oregon Trail blushed. After all these years he still had his charms about him. "The first flame may be dying, but I want you to know that your flame is always lit in my heart." She caressed his face. There was no denying that he was a one-of-a-kind gaming experience. His atmosphere, striking; his storytelling, excellent; not to mention his combat, addictive and unique. The Oregon Trail blew out the candle and pressed SPACE BAR to continue. Nine months later FTL was born.Show moreShow less
I feel like FTL is one of those rare games that really warrants adding a review option between "recommended" and "not recommended". I'm still leaning on the side of not recommending this game, but it's not because the game is explicitly bad. Objectively, the game is functional, relatively entertaining, and very fairly priced, so it's no surprise that the game comes with so many positive reviews. However, subjectively, the experience of actually playing the game has been utterly and completely unsatisfying, in spite of all the potential it holds. FTL fits nicely into the same group of games as something like Hearthstone or Dota Underlords—that is, games that don't really take much attention or time to play, but still provide some level of strategic challenge so as to not be completely mindless, as opposed to something like a cookie-clicker style game or other idle-games. Most interactions in the game come down to binary choices, and most combat can be handled by targeting enemy shields and weapons and enabling auto-fire. It's a simple game—something that can be picked up in a few minutes—and I see this as a positive. The problem is that the rest of the game doesn't compliment that fundamental simplicity, and the experience becomes tedious or frustrating as a result. In the rare few negative reviews of the game, you'll see the RNG factors mentioned the most, and the complaints are mostly valid. Generally speaking, I believe that elements of randomness improve almost any game experience. That said, the defining difference between good RNG and bad RNG is whether or not that RNG can be influenced by your actions. That is, even if something random happens that affects you negatively, you should be able to learn something from that experience that helps avoid it happening again. Obviously, if you could completely circumvent the RNG, then the RNG is pointless, but if you can't learn anything to reduce the effects of RNG, then the experience feels outside of your control, leading to warranted frustration from the player. This is where FTL flounders, as there's very little (or almost nothing) you can learn from a bad RNG experience to avoid it happening in the future. For example, you can encounter an event where you can send a valuable crew member down to a planet's surface to try and salvage something, like resources, or even a new crew member. Problem is, there's no way of knowing how successful this endeavor might be before you embark on it, there's no way of knowing what the rewards might be, if any at all, and there's no way to know if your crew member might be lost on this event, which would significantly cripple your ship. No matter what you choose, you learn nothing at the end except that you stand to gain or lose something at random by even participating in the event. This is significant because choosing whether or not you participate in events like this is basically the entire game. You almost have to participate in these events when they happen, because you have very little hope of winning from just jumping from star to star and occasionally engaging in combat, and the game is significantly more boring without them. The other major problem I have with the game is more subjective, and relates to the "rogue-lite" nature of the gameplay. Part of what makes these rogue-lite games appealing is that, even if you lose or die in a run that was really going well, you don't get too frustrated because you still made incremental progress outside the main game loop that makes your future runs slightly more likely to succeed. For me, FTL's version of that incremental progress is so excruciatingly slow that it robs what little joy there is from playing in the first place. In the 10 hours I've put into the game, and at least 5 runs that made it to the final boss (and nearly beat it), even on EASY (a mode I pretty much never pick in any game), I've still only managed to unlock 1 single thing in the game, being an alternate ship layout. The worst part is that that unlock does nothing to improve my chances of succeeding a run. Conceivably, I feel I could invest another 10, 20, 30 hours into the game and still not have unlocked anything that makes the game experience significantly easier, or even different. This is where the tedium comes in, and frankly the game is not strategically interesting enough to warrant that level of grinding. Some people have a high tolerance for mindless grinding, but I certainly do not. This game could be improved by simply giving a way to see a chance of success on events, and giving a way to influence that chance of success, outside of practically auto-winning an event by having a particular crew member or resource. Additionally, the ship system could be changed so that you design your ship layout by default, but the amount of bays and basic equipment on the ship is limited. This way, you can have that limit increase as you play the game more, giving a direct incremental increase in ship strength instead of locking new features behind arbitrary achievement targets. With that said, my conclusion is that... tl;dr FTL is not bad, but it could be a lot better. The RNG is poorly implemented and the game loop is more tedious than fun. There's worse things you can spend $10 on, but I don't recommend buying this unless you really like wasting time and don't have anything else to waste time on.Show moreShow less
Loved this game, got all the ships and most of the achievements, but after beating it on highest difficulty in Advanced mode, can't bring myself to replay it for one reason alone: I will never get a win against the boss like that again. All but one crew member had died, my ship was boarded by the enemy, my last crew member was mind controlled, every room had a breach, oxygen was gone, and all remaining power was diverted to the single weapon firing on automatic that was being destroyed by my last, dying crewmember, which would also be enough to finish my ship off. Just before it broke, my crew member came back under my control, long enough to allow the weapon to fire one last time. My missle hit half a second before the rebel flagship salvo slammed into my ship. It was enough. My ship and the rebel flag both exploded simultaneously as the credits of victory started up. I can't top that. Ever.Show moreShow less
Polished and seemingly brilliant for the first couple of plays, however , there are two types of roguelikes available to play right now, one is the skill based kind, where if you die, it's mostly your fault. These are good roguelikes. Then there are roguelikes like FTL where luck is more important than any level of skill, these roguelikes are bad, no matter how well designed they seem on the surface. The sheer number of random co-incidences that need to align perfectly to have any chance of successfully completing a game is rediculous, no matter how well you equip your ship and plan your strategy, one single broken encounter can ruin a hitherto flawless run. You can have your fledgling ship anhililated on your first jump by a random event, or have your invincible dreadnaught blown away by a lucky missile strike from a random pirate ship. It's tooth snappingly frustrating to do everything correctly and STILL lose because the RNG is so heavilly stacked against you at every turn and eventually, repeatedly dying through no fault of your own becomes tiresome and boring. It's a crying shame for a game that has so much promise to be so fundamentally broken.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
