Demo! Kickstarter! Beta Access!

Big news times three!

FTL Demo Available!  EDIT:  The OnLive Demo has ended!!

OnLive asked us to take part in their Indie Showcase, which is an event where the public can try a number of IGF Nominees and Honorable Mentions. It lasts two weeks starting February 27th to coincide with the festival itself. If you sign up for a free OnLive account you can try an alpha demo of FTL right now! Go to the OnLive site or their Facebook page to get started!

If you like the game you can also…

Support FTL on Kickstarter!

We are running a 30 day long Kickstarter along with the demo. If you’ve never heard of Kickstarter, it’s a website where independent creative projects can receive funding from the community through a pledge and reward system.  If we reach our goal of $10,000, backers receive rewards including pre-order copies, beta access, posters, art and custom events.  If we don’t reach our goal we will not receive any of the funds and backers will not receive their rewards, so help us make sure it succeeds! You can find the Kickstarter project here!

You probably noticed, but in addition…

We Will Have a Closed Beta!

Pledging at least $25 on Kickstarter will give access to our closed beta. You can not only play the game as it progresses, but also take part in our development process by giving us your feedback and suggestions. Check the Kickstarter page to get extra info on the beta and its restrictions.

The exact dates of the beta are uncertain but we hope to start it within a couple months. Your funds are vital for making the beta, and ultimately the project, successful. Please help us make sure FTL is the best game it can possibly be!

Published by jarmustard, on February 28th, 2012 at 9:11 am. Filled under: Uncategorized45 Comments

45 Responses to “Demo! Kickstarter! Beta Access!”

  1. That’s rather crappy. I was bouncing the second I saw “FTL demo” come up in my RSS feed. Then I saw OnLive and my heart sunk.
    Then I thought there might be a shot with the beta. Read through the details and realized that’s also vague on methodology, leaving a very real potential for it to also end up as OnLive.

    Was about to break out the wallet too. =( Shame.

    Please toss me an email if you consider another method for distribution (Or simply have something on your RSS feed).

    Having said all my negativity in personal opinion.

    Congrats! Exciting day to have your game reach larger audiences. I can only hope for the best going forward, and that you can continue moving forward with innovative and more importantly, fun, game concepts.


    Comment by Shirow on February 28, 2012 at 9:35 am


    Comment by Dunham Lockhart on February 28, 2012 at 1:30 pm

  3. First of all, congratulations on those big news – I hope the game is coming along well. I’m really looking forward to it.

    I only hope that there will soon be a demo available without OnLive. I’m in Germany, and due to laws and bureaucracy being stupid, OnLive is not available for us. I’d like access to the beta, but even though the game looks great so far, I’m kind of hesitant to invest 25 € without even being able to play the demo before. Is there any schedule as to when a demo will be available for people outside of OnLive?

    Comment by Chris on February 28, 2012 at 5:42 pm

  4. I am intrigued by your decision to reverse the ‘usual’ price scale – having a higher price to help test the game, rather than a lowered price early on.

    I would be interested to hear the reasoning behind it, unless the expectation is that people would be paying extra for early game access, rather than paying extra to help test, or similar.

    Comment by Yemala on February 28, 2012 at 6:20 pm

  5. very cool game, you may have actually persuaded me to fund an indie game, next time i get paid you will to :)

    Comment by thestalkinghead on February 28, 2012 at 9:40 pm

  6. Quite frankly, we were worried about the logistics of organizing a beta with a large number of testers. It was a higher price point to make the beta more manageable as a two man team.

    Comment by jarmustard on February 28, 2012 at 11:35 pm

  7. What about all those people who don’t have access to a high speed internet connection which OnLive needs just to launch, let alone play games, as well as everyone else who lives outside of the US.
    You could release the final version on Steam, which is so much larger than OnLive, and is already implemented across the world (and there is the possibility of a Steam demo version as well)

    Comment by Jacob on February 29, 2012 at 3:01 am

  8. Good luck with the games development. I am personally a bit sad as I can’t play the onlive demo/beta. Onlive does not work with my concection from New Zealand.
    I will just have to be patient and wait until its ready to buy.

    Comment by jay on February 29, 2012 at 8:01 am

  9. Y’all are demolishing your kick starter goal, good on ya! It was past the $10k when I first saw it this morning, now its nearly $40k. Can’t wait to see what you do with a proper budget!

    Comment by Sixeght on February 29, 2012 at 9:52 am

  10. Wow, I think you have to have a facebook account to try the demo, what kind of bullshit is this. I want to try this amazing looking game, but everything points to facebook. I don’t have or want a facebook account. come on dev team!

    Comment by Raiden on February 29, 2012 at 11:41 am

  11. Hey Raiden. A Facebook account is *not* required to play. If you sign up for a free OnLive account and install their client, you can find FTL by searching for it or going to the “Showcase” panel. Sorry for the confusion.

    Comment by zasdarq on February 29, 2012 at 12:08 pm

  12. “Quite frankly, we were worried about the logistics of organizing a beta with a large number of testers. It was a higher price point to make the beta more manageable as a two man team.

    Comment by jarmustard on February 28, 2012 at 11:35 pm”

    May I suggest you put a limit on the number of backers for the $25 mark then? If that was the point of the higher price point, you may be surprised just how many go for it and then your 2 man team is stuck with a large number of testers anyways while gaining the stigma of making QA testers pay a premium, instead of the other way around.

    Comment by CanadianWolvie on February 29, 2012 at 5:48 pm

  13. Yeah, just went to check and … 533 closed beta testers _so far_. Just how many do you think you can handle organizing ;) I’m not sure you thought this part through.

    I would like to add my voice to those who won’t be using OnLive. Looking forward to when you get both Desura and Steam as distribution channels. ;)

    Comment by CanadianWolvie on February 29, 2012 at 5:56 pm

  14. Hello! We did indeed consider putting a limit to the backers for the Beta, but we decided that we’d tackle the problem of more people when we came to it. And with extra funds, it just makes it more possible to handle a larger load! Justin’s response was not entirely accurate. The main reasoning is that the player is getting early access to the game. Describing early Beta players as “QA Testers” isn’t entirely fair… if you play the demo, you’ll see that the game is currently in a very stable and playable state.

    Comment by zasdarq on February 29, 2012 at 6:13 pm

  15. Whoops, forgot to add the other options as well, since you say “Receive the above awards…” so that is … 775 closed beta testers so far and with $25 and $40 open ended for the next 31 days you are going to definitely be organizing even more than that. You are going to need to come up with a really elegant solution for communication with your new found relatively randomly selected beta testers, a way to receive bug and suggestion reports that you get value from, many people don’t recognize the difference between beta testing and a demo review, so… yeah, good luck, you’re going to need it! Or even better than luck, take a look at what other Indie Devs have done in similar situations, I remember Unknown Worlds (Natural Selection 2) was using and it appears Mojang (Notch/Minecraft) use it as well Hope that helps. Seriously, put a limit on those backers quick before your task of organizing them gets any bigger.

    Comment by CanadianWolvie on February 29, 2012 at 6:14 pm

  16. “Hello! We did indeed consider putting a limit to the backers for the Beta, but we decided that we’d tackle the problem of more people when we came to it. And with extra funds, it just makes it more possible to handle a larger load! Justin’s response was not entirely accurate. The main reasoning is that the player is getting early access to the game. Describing early Beta players as “QA Testers” isn’t entirely fair… if you play the demo, you’ll see that the game is currently in a very stable and playable state.

    Comment by zasdarq on February 29, 2012 at 6:13 pm”

    Sorry, wasn’t trying to imply it was unstable and/or unplayable, I didn’t mean for you to read that into it. And you can see my stance and others on using OnLive already, so demo, yeah, just hoping to get it to Desura and Steam sooner than later. More funds making it possible to handle the larger load reads to me like you will be hiring someone to do that so you can dedicate your time better to the features you are still yet to complete and test to fulfill your obligations to your Kickstarter backers. And you are sending up all kinds of red flags when you are doing the reverse of what many have come to accept in digitally distributed games before they are feature complete – early access should cost less, not more as has been demonstrated numerous times in the past with pre-orders “demos” and alphafunded projects. I am certain this will have blow back, just FYI. But hey, from your end I could see how this just sounds glass half empty, I just want you to succeed, I have been looking forward to your game since you pretty much put up this website but I couldn’t in good conscience be more than a $10 backer at this time, early access costing less is pretty much why I am able to support so many different Indie Dev games on Desura.

    Comment by CanadianWolvie on February 29, 2012 at 6:32 pm

  17. I don’t want this to sound like another rage-against-OnLive post, I swear. I was a little annoyed that I had to download yet another client in order to play a demo of FTL, but the process took less than five minutes and I was good-to-go.

    What I take issue with is the 30 minute time limit on the demo. It makes no sense; understandable in a ‘try before you buy’ situation, but not with this. Since the game isn’t available for sale and the paid beta (which I have no problem with btw) doesn’t start for several months, limiting the time potential purchasers–the ones interested enough that they signed up for OnLive and dealt with the client, etc.–is pointless and annoying.

    I’m sure you realized all of this before, and that it’s instituted by OnLive (they’re providing the processiing power/bandwidth, after all) but I really hope that your contract with them was not exclusive.

    I’m assuming after the Showcase is over you will be allowed to distribute a standalone demo, if your current contract is indeed exclusive.

    Comment by Bronzo on February 29, 2012 at 6:53 pm

  18. Happy to back this great looking game. You’ve done a great job so far and it’s one of the games I’m most looking forward to in 2012.

    Happy to test but you may need to decide if you want a forum to get people to provide feedback in or surveys to be sent (maybe weekly?). It all depends on what sort of feedback and/or testing you require.

    Comment by cidtheslayer on February 29, 2012 at 8:17 pm

  19. I was all set to donate–and then I saw that OnLive nonsense. I’ll wait until a demo is properly released. I do hope you have plans to do that. This looks like a game I’d enjoy, but I don’t pay for games without giving them a spin first, and OnLive is a service I won’t ever support.

    Comment by Jabo on March 1, 2012 at 12:04 am

  20. :( onlive! I won’t be using onlive, so no demo for me! But that doesn’t mean I won’t support the game or the kickstarter!

    Glad to see the goal was reached so fast though! :)

    Comment by tfb on March 1, 2012 at 10:19 am

  21. Congratulations on the funding.

    Re: having to ‘handle’ the Beta testers, I’m not sure why some people think this will be such a problem. Just open a forum somewhere, with a few logical feedback threads (bugs, balance issues, suggestions, etc.), and those who want to give feedback can give it in an orderly way, that the devs can glance through every few days or whatever.

    Comment by Alseki on March 3, 2012 at 12:45 am

  22. Hi
    Can you confirm that the beta will not require onlive – onlive really does not suit this game. If the beta is as a pc client that will be fine.

    Comment by tals on March 3, 2012 at 3:14 am

  23. Btw if you guys want publicity then you might wanna try and get in touch with totalbiscuit, check out his youtube channel he does a series called WTF is? which is aimed at indie games and if he likes what he says you can bet his 600,000+ subscribers will be checking this game out. It worked for the game Starfarer which is also in development right now and only really took of due to TB’s coverage, seriously at least 90% of that games pre purchases came from TB fans

    Comment by bob on March 3, 2012 at 6:30 am

  24. What was it that fueled your idea for the game? It takes me back to one of my all time favorite games… Starfleet on the Apple IIe. Its like an updated version of that… cannot wait for the real un-timed beta!

    Comment by Eric W on March 3, 2012 at 2:44 pm

  25. The Beta will not require OnLive… or even use OnLive at all. That being said, we still have not come to a final decision regarding how it will be distributed.

    Comment by zasdarq on March 3, 2012 at 2:47 pm

  26. Kinda shitty that the demo is only available on OnLive, since it only supports two countries in the world, US and UK, everyone else is screwed.

    Well done. I’m really, really interested, but can’t play it since i’m not living in one of those countries. Why can’t you just provide a download on filehosters like gamershell or mediafire?

    Comment by Cathulhu on March 7, 2012 at 9:29 pm

  27. You should consider Desura – they’re pretty great over there.

    Comment by IamMikeside on March 18, 2012 at 10:40 pm

  28. Really interested in this game for the last month or so. However I gotta pass on OnLive for the demo sadly. I will be back either around Beta or release. Hopefully you guys make it over to Valve and have them show it off to their gigantic market. It’d be a for sure sale for me there ^_^.

    Great looking game! I love rouge-likes. In fact I’m off to play Spelunky. Hope to see get some hands on with this soon!

    Comment by L10nH3ArT on March 19, 2012 at 8:06 am

  29. Can’t wait to see a proper release at any rate, really wish I could try the demo without having to deal with OnLive and its problems.

    Comment by Cerus on March 19, 2012 at 10:32 am

  30. Drats, I think I learned about this too late. Now that the kickstarter is finished, is there any way to get into the beta or play the demo? I didn’t see it on onlive, and I’d really love to give it a try. I’d be happy to do a $40 donation a la kickstarter.

    Comment by Eric on April 4, 2012 at 8:07 am

  31. where can i download a demo verision, i would like to try it b4 i buy the whole ver.

    Comment by Juantio on April 5, 2012 at 6:37 am

  32. and also what credit or debit card do you use or do you accept money order also what address would i sent the money order to and how long will i had to wait?

    Comment by Juantio on April 5, 2012 at 6:42 am

  33. Oh, for God’s sake, please, PLEASE, ditch these awful steam-like horrors, or at least provide an alternative download way. I am willing to throw a lot of money your way, but I won’t if I can’t download it easily.

    Comment by John W on April 6, 2012 at 10:16 am

  34. Why didn’t you mention where you took the whole idea from?

    FTL – is the name of the creators of Sundog and Dungeon Master

    Your game idea is nothing more than a ripoff of the game “Sundog”.

    So why the hell you did not mention this?

    It’s a shame!

    Comment by SiENcE on April 11, 2012 at 10:48 pm

  35. It’s not May and I can’t wait for the beta! Where is it? Where is it?


    Comment by Ian K. on May 1, 2012 at 6:11 pm

  36. (I mean, NOW May…)

    Comment by Ian K. on May 1, 2012 at 6:11 pm

  37. It is actually a great and helpful piece of info. I’m glad that you simply shared this useful info with us. Please keep us informed like this. Thanks for sharing.

    Comment by Buy MMO in-game currency on May 3, 2012 at 1:36 am

  38. I highly suggest using Steam as your distribution method. They are a great supporter of indie games and have helped a lot of new comers get wide reception. Especially with OnLive being a very limited distribution method. Many countries can’t access it, and a certain quality of connection is needed to use it, which also cuts off people.

    As for beta testing itself, the best thing to do would be to start up a forum somewhere to use as a sounding board. There are plenty of free forum systems out there, and failing that you could even just kick up a Reddit section for the game.

    I don’t know why you think that the number of testers would be a problem. If anything you want as many people testing a possible, as you never know what little bugs and glitches could be hiding in the game. And the more people you have testing, the more chance of fixing said bugs before the game is out.

    Also, greater numbers mean an easier time of balancing the game.

    Closed beta is usually a good method for the early game while it’s still riddled with bugs. Once the majority of such issues are dealt with is generally where the open beta comes in.

    Most indie companies (from 1 man projects to full teams) tend to work on a pre-order system where early purchase during the beta phase allows people to buy the game cheaper than it will be at release. This allows them into the beta and lets them help fine tune the game. Minecraft and Project Zomboid are good examples of this system.

    Actually Project Zomboid is one you might want to look at. They have a double testing method. They release a beta of the latest version to those who have pre-ordered to test out the latest features and help balance things. At the same time they release a “public” beta that is of an earlier version with limited features (for more focused testing from the general populace) and to get more interest built up for their game.

    You guys might want to consider something similar. It would definitely help push sales.

    Comment by Adam Taylor on May 7, 2012 at 10:14 pm

  39. Awesome game. Iv watched videos of the beta gameplay. Seems like a really nice and new style game. Never seen anything like this before. I would give money. But sadly Im a bit loose of it. Gotta be careful of what I spend it on now. Anyway good luck. Hope all goes well!

    Comment by Darkanrath on September 9, 2012 at 10:01 am

  40. FLT is eicp plz i have seen it been played by nerd3 and is just the best go in the world

    Comment by skinbone on September 11, 2012 at 2:07 am

  41. i cant find the demo on onlive

    Comment by cooksonda on September 13, 2012 at 11:29 pm

  42. I got excited at the prospect of a demo, but nothing real came of it, I run Linux (exclusively) and so onLive isn’t a viable option. I appreciate that you’ve offered a Linux version, but I sometimes have OpenGL issues with games, so I would like to know if it’ll even work before I spend money on it. (Even a flowing recommendation from Notch won’t help of I can’t run the game.)

    P.S. Your blog software rejected a perfectly valid email address (of the form ‘foo-bar@example. org), so I had to put in a fake one. Fix it if you value user feedback.

    Comment by Levi J Aho on September 15, 2012 at 6:48 pm


    Comment by lukasz on October 19, 2012 at 1:24 am

  44. Awesome and addicting game!

    Comment by James on October 21, 2012 at 12:40 am

  45. hello haw can i get a free game

    Comment by sethmull76 on October 30, 2012 at 11:28 pm

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