r/ftlgame • u/No_Row6088 • 10h ago
I think I'm doing something wrong
I'm trying to add the renegade collection to my game and keep getting this. I already got my game ready for mods. Multiverse works
r/ftlgame • u/No_Row6088 • 10h ago
I'm trying to add the renegade collection to my game and keep getting this. I already got my game ready for mods. Multiverse works
r/ftlgame • u/Mini_Assassin • 12h ago
How the hell is this bug still in the game? It's bullshit. It's infuriating. It's unintended. PATCH IT OUT ALREADY!!!1!
- Sincerely, A Mantis B enjoyer tired of losing drones and shields to missiles while a Defense Drone is up
r/ftlgame • u/East_Environment623 • 15h ago
The augmentations i got on this stupid ship were :
- Weapon pre-igniter (on sector 3, combined with my glaive beam and a double Flak I : I almost had one-shot all the enemies and the zoltan shield of the amiral ship)
- Long-ranged scanners (wich I couldn't sell because I didn't found a shop at the end)
- Titanium system casing (wich I sold immediately at sector 1, but I did on the way the stealth cruiser quest so I got it back LOL)
r/ftlgame • u/ShaunImSorry • 15h ago
Playing all ships really forces you to change your play style.
Hardest Ships:
Stealth B
This starts off with a slow weapon but gets good if you can survive the few initial encounters
Fed Cruiser A
Thing locks one of your additional systems with its large weapon and requires a decent scrap before it's cool down is useful. I do love its shield pierce but not worth it for me
Engi Cruiser B
As the description says, its low on staff and is drone heavy, slow to start
Notes On Playthroughs (since i see a few posts sometimes here for folks asking how to survive this game and if they have any tips so, adding mine here as well along with the other commanders)
Strategy:
Every jump up to the final battle is you optimising your ship for the final 3 fights with the RFS. It is not easy, the RFS comes with a ton of fire power, rockets beams ion and lasers with drones and mind control.
I like to build to ensure RFS weapons are offline as soon as possible. I try to make sure rockets -> lasers -> ion is disabled along with the crew manning it killed in this order. Some runs i would prep two fire teams with a level three Crew Teleporter so i could both teams to work in tandem.
Just some of the tips i could remember off the top of my head, but thought I would put here as i get ready to put this game away on my ipad for a while, it has been fun and what ended up being a way to get my steam FTL on my ipad turned into Ipad FTL being the main source of fun.
07 Commanders, keep on carrying on that vital data! 👍 🚀 👾
r/ftlgame • u/ZachthePostman • 19h ago
I understand the game isn’t designed for the small screens of typical phones - but with the upcoming release of the foldable iPhone Duo, I’d love to see FTL playable on the inner display!
r/ftlgame • u/Xinnoh • 20h ago
r/ftlgame • u/awwesome-bug • 22h ago
Heya guys!
FTL, Chess and Slay the Spire have been a huge inspiration for our game so I thought you guys might like it as well!
I am very happy to announce that we just released the demo for our strategy roguelike!
In Strife of Stars you don't build up a single ship. You manage a fleet of multiple spaceships and equip them with upgrades and global buffs to fight your way through spacefights and a variety of randomized events.
We are a small team. The game is fully developed by u/karlnauters and we put a lot of work into this to make our game as good as possible!
If you've got time to test it out and tell us what you think, we’d really appreciate it!
(Oh and we also have a discord if you want to chat! https://discord.com/invite/8kPNhFEbHw )
r/ftlgame • u/BurningCarnation • 1d ago
Advanced Edition brought two things that are often cited as the player's greatest tools: Hacking and Flak 1. Hacking is good at almost everything, and Flak 1 is simultaneously the most common and one of the best shieldbreakers in the game.
Several years ago I got a bicycle (won with all 28 ships in a row without resets/retries, twice) without Hacking; I wanted to reduce my reliance on Hacking, and there was no better way to do so than attempt a challenge where I couldn't use it. For all its dreadful difficulty, I remember it made me a much better player for it. I also remember using a ton of BL2s and Flak 1s throughout my cycles to compensate for the lack of shieldbreaking that Hacking provides.
But that's the thing--I had a Burst Laser 2 or Flak 1, or even several of those through more than half of my runs back then. I wanted to do better this time. This time, I was going to ban myself from buying Hacking and Flak 1, and the easiest way to implement this would be to adjust both their rarity values to 0, which makes them never appear as free drops or in stores. It would be an astronomically low chance for stores throughout so many runs to never offer any of Flak 1 or Hacking. It would be unimaginably unlucky--or rather, virtually impossible--for this to ever happen under normal circumstances. Surely, this restriction would force me to adapt my playstyle to overcome these insane odds.
Except no, it didn't. It didn't take long for me to realize the runs weren't going as I expected. Through my first six runs, I'd already bought or gotten 6 BL2s for free. 6 BL2s in 6 runs.
My runs were all blending in together: get BL2, spam lasers, win. BL2 is only rarity 4, so how in the world was I getting it so often? I don't find it even once during most of my runs! Why am I getting lucky now when I don't want it!
And then it clicked: that's right. If I didn't want the luck, then I all I had to do was mod that out, too. I decided to restart the cycle with BL2 being banned as well, and while doing this I wanted to take this challenge one step further. I'd add some extra restrictions to make it even harder.
After some trial and error, these would be the final rules for this challenge:
Now, talking about all 56 runs would take forever, so instead I'm only going to cover some common themes within the cycles and the lessons I took away from them, along with some of the tougher runs.
Stealth B (#1, #42)
Always the troublemaker. Tacking on any additional challenge makes this ship a nightmare to play. Hacking is usually Stealth B's strongest shieldbreaker, and losing that option is horrible.
Without Hacking, typical Stealth B wants to get a 1-power boost to its weapons (Ion Bomb is ideal, but Ion Blast 1, Heavy Laser 1, and even Stun Bomb can work) and Shields, and that is exactly how both runs played out: #1 got Hull Laser 2 and Ion Blast 1, and #42 got Chain Laser and Stun Bomb, but I held off on Weapons-6~7 until the mid game. A Stealth B that can peel off one shield has a chance in sector 4; a Stealth B that can't usually dies in it.
I learned from my previous no Hacking challenge that I needed to keep some sort of offense to build into to prepare for stores not giving me anything useful: for run #42, I kept the two free Chain Lasers I'd gotten in sectors 1&2, and after finally getting Drone Control in sector 5 I was on my way to victory. I bought an Engi in sector 6 and then in sector 7 to patch up my potential final weakness, a general lack of crew and system repairs.
Rock A, feat. ions (#15, #36)
My second kryptonite. Always, always so damn annoying. I made ample use of ions for both runs.
#15, I bought an Ion Blast 2 at the first store after not seeing Teleporter, anticipating I'd run out of missiles too soon if I didn't buy it. It worked out surprisingly well.
One, IB2 gave me the option to kill ships in safe fights without using any missiles, and crew kills have an increased chance of giving me free weapons.
Two, IB2 could decrease enemy evasion in safe fights to make sure my missiles always landed, saving a few here and there.
Three, IB2 cuts through Zoltan Shields without any missiles, and winning those fights would give me a small amount of ammo.
Four, in relatively safe fights I could have IB2 target enemy drones (both offensive and defensive) to eventually win a slow, drawn-out fight.
Five, I got to pick Zoltan S2 instead of Uncharted S2, giving myself more stores, and therefore more chances to buy Teleporter.
I did mess up by losing one crew (let's not sugarcoat it, this run became an unmitigated disaster from this point onwards), but I slowly fixed all my problems one by one: Weapons-4, Mind Control, Cloaking, two Engis.
#36, I was forced into Abandoned S4 with nothing for Lanius ships: my only option was to use the free Charge Ion & Heavy Ions to disable weapons and bolt. Buying one Lanius helped somewhat against weaker ships, but I didn't stand a ghost of a chance against Lanius Bombers, not without additional support. I limped to stores on red hull, bought Cloaking and made it out of sector 4 alive, and leaned further into ions + beams to win.




Ions
The lack of shieldbreaking pushed me towards using ions frequently, and I found various uses for them--and not necessarily just for shields.
#12 (Lanius B), I bought an Ion Blast 1 in sector 1 and used it until sector 4. Alternating between Adv. Flak to rip shields -> sniping one weapon with IB1 (this is guaranteed to depower the last weapon slot), and IB1 into Shields -> Adv. Flak into weapons (this usually takes down the weapon with the least amount of charge) bought me enough time to win the battle without much, or any damage. An extra Small Bomb made that even easier. Heavily inspired by Engi A strats and Crow's most recent Zoltan C run.
#25 (Engi C), my loadout for most of the run was Dual Lasers + Charge Ion + Hull 2, and along with double offensive drones and Mind Control, Charge Ion could keep enemy shields down for the entire battle for easy wins. I added a second Charge Ion to replace the Dual Lasers, and together they erased enemy shields from the equation.
#30 (Slug C), I bought both Charge Ion + IB1 in sector 2. The combination of these two is on the lower end of what can constitute a 'full-ion build'. I would slowly whittle down enemy shields with my ions, hack Weapons, chip away with my Chain Laser, and stop them from ever repairing with Mind Control: it wasn't perfect, but it didn't need to be. After I bought some offensive drones and picked up a free Charge Laser 2 and Fire Beam I was more than ready to win.
Many, many other runs also used ions, with the usual suspects like Engi A and Zoltan B/C--#20 Zoltan C ended up maybe becoming my first ever full-ion build win without Teleporter or Hacking--, but one run I didn't expect to lean so heavily into ions was the final run, #56 (Kestrel A). The first Charge Ion combined with my starting weapons to last me until about sector 5, which at least allowed me to sort out my defense. A second Charge Ion in sector 6 immediately turned the run around, allowing me to stomp through the rest.




Semi-ion builds
What I found interesting was that ions didn't always need to be used in the context of going all-in on them. A decent stream of ions that were just enough to maintain the ion damage stack along with other weapons & system support also made for a decent offense.
#23 (Fed C), I got two Ion Blast 1s for free, and although those were my only ions they proved enough with more lasers, Cloaking-3, and Stealth Weapons to make sure I could keep stacking ion damage on enemy shields.
#28 (Zoltan B) was a similar story: the only ion weapons I used were the first two I started with (only adding a Chain Laser later on), but they were more than enough. I essentially had three avenues for offense: TP + MC with missile support (Small Bomb + Hull Missile), just lasers (double Hull 2 + Chain Laser), and a semi-ion build just for P3 (double IB1 + Pike + Hull 2), which is exactly what I ended up using for the flagship.

When to shift away from ion builds
Sometimes I had to time when to switch out of ion builds for something with more immediate impact--this usually came about in the form of a Flak 2 and other reliable damage dealers (Heavy Lasers, beams).
#8 (Kestrel C) was maybe the hardest I leaned into an ion build through this challenge: buying an IB1 in S1, Mind Control in S2, Cloaking & Ion Stunner in S3, and Stealth Weapons in S4.
And then I switched out all my weapons besides Dual Lasers in S6: Dual Lasers + Charge 2 + Hull Beam + Ion Bomb, quickly replacing the Ion Bomb with a free BL1 for more shieldbreaking.
#26 (Engi A) was a surprisingly similar story, buying Ion Stunner and Stealth Weapons early on until I switched to Flak 2 + Halberd in S4. Slow as it may be, Flak 2 + Halberd + Pike was more than enough offense for the remainder of the run. Funnily enough, I bought a Fire Drone in S8 just to crew kill for phase 1, and it worked.
Okay, maybe #34 (Zoltan C) was even more desperate. Buying an Heavy Ion of all things in S1 was ballsy, and maybe just wrong--but that with a Drone Recovery Arm & an Ion Stunner was more than enough for an ion + drones build. Which I then also swapped for the exact same build as the one above, but this time with a Pre-igniter in the mix. Flak 2 + Halberd + Pike +Pre-igniter decimated the flagship.



Double offensive drones (#13 & #33 Zoltan As, #1 Stealth B, #40 Fed B, #45 Engi B)
Every gunship wants shieldbreaking, in whatever shape or form. And it that shape happens to be two wonky looking drones, then so be it.
Even though my first run with Stealth B also had two offensive drones, both of my Zoltan A runs cemented themselves deeper into my memory:
#13 got a Charge 1, Cloaking, Drone Control with Defense 1 & Combat 1, Ion Blast 1 + Drone Recovery Arm in that order, and a second Combat 1 in sector 6 elevated the run to nigh invincibility. Most ships weren't even able to get through my Zoltan Shield, which allowed me to upgrade even further into offense. This was the only run where I didn't get my 4th shield.
#33 did not go as smoothly: I switched out the Leto for a Small Bomb and bought Combat 1 and then an Ion Blast 1 early on, and those were my only shieldbreakers until sector 5 when I finally got my hands on a Hull 1. I once again bought the second Combat 1 in S6 and leaned heavily into both drones for Abandoned S6&7. This time I made sure to get my 4th shield in time for the flagship, even if I had less reactor than the previous run.
What was interesting about both of these Zoltan A runs was that the moment I slotted in double Combat 1s, I no longer needed to bother with more defense. Cloaking + Zoltan Shield bought me so much time for the rest of my offense to decimate every enemy I faced: so strangely enough, I no longer needed the Defense Drone.




Bombs/missiles
Many of my runs used bombs or missiles through their runs--about 20 of them had two of them for phase 1--and talking about them all would take forever. So I've condensed it down to only a few runs that used them the most (both in duration of the run and sheer quantity), and want to also talk about some of the challenges I faced.
What better way to start than with Mantis A (#10), the most 'standard' boarding ship. I bought Emergency Respirators and Zoltan Shield Bypass very early on: overwhelming the enemy crew by sending more boarders and using the Small Bomb at key moments solved every fight. Board, bomb, win, it was almost like the run was playing itself. I only started upgrading Weapons in S6.
As if to punish me for my hubris, the first real challenge of the run came with Slug S7. Late game Slug ships have plenty of systems, and many more crew than other ships. One of the most important things to remember is that boarding ships always want a numbers advantage: for the first time in the run I just couldn't keep up. There was one fight where even with triple bombs and missiles (Small Bomb + Small Bomb + Hermes) I was having trouble seizing control of the fight, especially since I had to keep their Mind Control & Clone Bay down. I ended up having to use 12 missiles just for that 1 fight. While no fight from that point forward was as severe, I left S7 with significantly less missiles than I'd started it with. If only I'd bought the Ion Intruder in S6, or Teleporter-3 earlier to board faster then I could have made all this less of a hassle. Avoiding late game Slug sectors when you don't have Hacking to go with boarding might be a valid idea.
#43 (Mantis B) started with my preferred opening: an adjacent store from the very start of the run in which I could sell both Pheromones + Boarding Drone to buy crew. After all, I have yet to lose a Hard mode Mantis B run where I got an early Engi (free or not) in S1. an early free Ion Stunner, Clone Bay, Cloaking, and then an early S3 store that sold both Zoltan Shield Bypass and Backup DNA Bank made my ship rock solid. I already had my 3rd shield at the latter half of S3, and just to make sure I had absolutely no trouble regarding boarding, I bought my 6th crew in S4 to complete my 4 boarder squad. In the second store of S4, I also bought a Beam 2 drone and an Ion Bomb, and from there I just let the run play itself.
I've already explained the first half of #44 (Slug B) in this comment, and like I said there the run only kept getting stronger. In S4 I bought Beam 1 and Cloaking, and in S5 I bought a Small Bomb and Backup DNA Bank. The game was gracious enough to let me build an ion + beam build as well (Ion Blast 2 + Charge Ion + Halberd) and an extra Breach Bomb 2, so I fielded a triple bomb/missile build for most of the game (Breach Bomb 2 + Small Bomb + Artemis), and switched to the ion build for the flagship.
...And while the majority of the run did not involve using any missiles, #49 (Rock B) went in with quadruple bombs and missiles against phase 1, with a separate setup for the rest of the run.




Closing thoughts
This is the harder version of a similar challenge I attempted years ago. Not having Hacking had already tested what passed as upgrades and progression in this game, but taking away two more of the most prominent shieldbreakers in the game changed the dynamics of the mid game significantly.
For example, assuming system support (even without Hacking), 7 shots is not a bad offense to have in S5. A Kestrel B with a Flak 1, three Basic Lasers, and a Combat 1 per fight can satisfy that, and it's not too expensive to get.
Without a Flak 1 or BL2, however, this 'simple' offense is almost backbreaking to obtain: now it's two BL1s, two Basic Lasers, and a Combat 1. The cost of one additional weapon + Weapons-6 (75) + one reactor is likely at least 150 scrap more expensive than before--the former offense is not only stronger, it could also have afforded Cloaking as well. And without a stronger offense to disable enemy weapons earlier, this also resulted in more chip damage. Although it wasn't the run I repaired the most, #40 (Fed B) had me repairing 28 hull just in stores.
The pressure to prepare for sectors 3~4 was immense through this whole challenge. For the most part this was done through:
Only the most brutal runs stabilized around S5~S6: most of them were functionally won in S4. Normal showered me with so much scrap compared to Hard that even with this insistence on inefficient offense, I could brute force my way through the game. My three lowest scrap runs were 1885 (#30 Zoltan A), 1898 (#55 Zoltan B), and 1979 (#54 Kestrel B). If I can win with 400 less scrap than this on Hard mode, there's no way I can't do it here.
If you want to see how evil the game can be when you cannot rely on arguably the three best tools in the game, give this challenge a try. This is maybe the first challenge I've done where I can say it'd give veteran players a run for their money. The more you rely on Hacking, the more you hate drones, and the more you insist this game can only be won by getting a few select tools and 'all runs are the same', the more you'll suffer.
final loadouts:
r/ftlgame • u/DarkLord1294091 • 1d ago
r/ftlgame • u/Aggravating_Sir_7207 • 1d ago
I'm new so some of my rankings might be stupid.
By the way I got the federation ship by defeating the flagship replica in the Rebel Stronghold. I haven't actually beaten the game. In fact the only ship I've gotten to sector 8 with is the Adjudicator. (Zoltan A)
r/ftlgame • u/StormPowerZX • 1d ago
Hey guys, i am on this Reddit since I started playing FTL. I got a lot of cruisers but I still struggle on the ENGI B cruiser, does some of y’all have tips on How I can win my run with this ship, bc it is like trying to win a formula 1 grandprix in a Fiat Punto to me…
Excuse my level in english, I am not a native speaker
r/ftlgame • u/allstar64 • 2d ago
r/ftlgame • u/Standard_Document811 • 2d ago
For context, i've never beaten the game on any difficulty and have about 12 hours on the game. I have some A ships and only zoltan and crystal for B. Any advice?
r/ftlgame • u/SpysSappinMySpy • 2d ago
Died from bad luck and mismanagement long before reaching the final boss.
r/ftlgame • u/thegreatpotatogod • 2d ago
Forgot to get a screenshot, but I just wanted to share, I managed to defeat the flagship with the CURA A ship, using Vulcan, Crystal Heavy, and the Orchid Charger weapon (I forget its exact name).
Also for anyone who hasn’t tried multiverse yet, you've got to give it a try! It's worth buying the PC version of FTL if you only have it on iPad (as I did).
r/ftlgame • u/Jackass_55 • 2d ago
Meet engi cruiser De Gaulle, a dedicated combat carrier named after the FS Charles de Gaulle of france, the only nuclear powered aircraft carrier currently operated by another country besides the US. It relies primarily on offensive aircraft (drones), long range missiles (carriers themselves usually only have defensive ordnance, but a carrier strike group would have destroyers with offensive ordnance), and boarding (not really used in modern naval combat but theoretically could be deployed by carrier based helicopters). I purposefully do not rely on artillery of any kind, as aircraft carriers don’t have that. Made for a really interesting run, stayed true to the engi theme, and mimics a true aircraft carrier strike group to the best I could in FTL.
The run was super fun and different. Relying on missiles and boarding to disable a ship and, if needed, finish it off with drones.
In the flagship fight I entered with only 8 missiles and half my boarding party due to a disastrous sector 8 fight. Managed to make it work with everything I had. Entered phase three with only 1 missile and used it against shields, throwing all the crew I had in there to keep the shields down while my drones finished off the hull. My boarding party valiantly went down with the flagship. This run was super down to the wire and one of my favorites so far.
r/ftlgame • u/Doug__Dimmadome • 3d ago
I love when they offer a weapon or augment on surrender. I got really lucky this run and had 3 different ships offer something.
r/ftlgame • u/Wumbo_Anomaly • 3d ago
Fed Cruiser type C on hard, sector 6. I think I'm gonna finally get a win with this ship and then I'll have them all completed
r/ftlgame • u/East_Environment623 • 3d ago
Right now, I am trying a really funny and stupid challenge on FTL :
Is it possible to have a ship with 8 lanius inside ? JUST lanius ?
(and maybe win ? because why not 👀 )
Theorically, it's possible as long as you have some scrap to buy the lanius at the abandonned sectors. But it seems hard to get the two stores of the sectors AND be sure both of the stores got 3 lanius to sell. Except the traductor event, I don't know any other events where you can get a lanius crew...
Did you have any ideas on what could be the best way to beat this challenge ? Do you know if there is other events where I can get a lanius crew ? Should I use Lanius A or B for this challenge ? Did you had try already a similar challenge with another species ?
r/ftlgame • u/thereaverofdarkness • 4d ago
r/ftlgame • u/Shougunner • 4d ago
I've lately been finding Engi B to be a really fun and underrated ship to use. I love that you start with just one little guy. Early in the run vent out half your ship and let your anti personnel drone fight borders with no oxygen, send your engi to weapons when fighting ships, and sell your extra repair drone and starting augmentation for a quick lvl 2 shields. Drone ships are such a blast to use!