The Design of FTL & Into The Breach

(Techno music)
(Record scratch) – Subset Games are responsible for two of the most imaginative strategy games of recent memory, FTL and Into the Breach. The team, Justin and Matthew, have been working together for the
best part of a decade, ever since meeting while
working at 2K Games in Shanghai. Both games are expert spins on a pretty familiar
genre and each of them in their own unique way. So while the boys were in town for GDC, we stuck them in our
hot seat and asked them about designing games
around crew management and time traveling chess. (Funky keyboard music) – My name is Justin Ma,
I’m half of Subset Games. – And I’m Matthew Davis, the other half. – Yeah, we both ended up working in China. In part because it was
easier to find jobs there than in the US; I probably couldn’t have gotten in the games industry
as easily as I did over there. – That was 100% what happened to me. I went to GDC when I was finishing uni and I went to the 2K booth
and gave applications or resumes, which you
were doing everywhere and mostly they’re just taken
and like, yeah sure. 2K said “If you’re
willing to move to China, “then you can have a job.” – I just moved to China and
then tried to look for a job there so I sorta it
seemed hard so I was like I’m not even gonna try,
let’s just go to China. – But this was ten years ago
so who knows how much worse or better it is now. – And yeah, we both were
roughly done with our time in China, and so,
Matt wanted to see if we wanted to make a few
prototypes together so we sorta had some savings, enough
to work for a year on a couple prototypes
and the first thing we worked on became FTL. (video game noises) (video game noises) (Video game noises) – We managed to find the
core game in six months. – We’d submitted to IGF in China, which we were finalists at,
only six months after starting,
– Which was bizarre. – which in hindsight is shocking. At the time, it’s like ah that’s
how we make games I guess. This is about how this
works, but in hindsight, it was, yeah, so fast and
then, just a year after that, we were done. When we started, we didn’t know what we were making and there
was a lot of discussion in terms of what type of
game is this gonna be, like we started with the
crew management concept but we didn’t really know, from there, what kinda game we build around that. – Is it just a survival,
like you have morale and food and you’re just trying
to travel like it coulda been a number of different games. It ended up being combat focused – Yeah but when we were
playing with crazy stuff like zooming out and having
you fly the ship like a third person – a directional shields ya know like – And like zooming back in
– Ya know like The big turning point was when you were inspired by Tetris or something where you’re just like “What
if we just put two ships on screen all the time?”
And then you’re like “Focus on the crew movement.” – [Interviwer] So how do you come to that? How does that decision happen? Because, like you said,
like you think of it as a space combat game,
where the ships are in space is generally the sort
of like the main focus – Well that’s kinda how we
approach a lot of things is that’s generally how it’s done so what if we didn’t do that? – Right – And the let’s just…the
crew management isn’t what most games focus
on, so let’s just cut all the stuff that wasn’t that and see how we can make a game outta that. – And then usually that
mean, that puts you in this weird nebulous state of like, I know what it isn’t,
but I dunno what it is and then so you just
sorta follow from there what is interesting
and then hopefully find something fun that you can focus on and then narrow it down. There
are some big turning points like pushing for the IGF China build, like we basically turned it into a game. We turned a weird blob into a game. It was a bad game, but
it was the first time it actually felt like a video game. And that was a big turning point. – [Interviewer] Was that
because of the time constraint – Yeah – [Interviewer] Of having to get it in? – Yeah
– Yeah exactly – Versus, compared to
Into the Breach which didn’t feel like a game
until, like, two and a half years into development.
– Yeah, maybe because we had no time constraints.
– Yeah (Upbeat video game music) (Video game sound effects) (Video game sound effects) (Video game sound effects) – [Justin] When you have strong opinions about what we like and don’t like about tactics and strategy
games, so that influences how we approach the game as a whole. In terms of the broad concept of defensive rather than offensive, that was there from the beginning. Matt’s first concept that
he wanted to explore was what would it be like to feel like you’re willing to put yourself in danger to protect the buildings. – [Matthew] We had that
as that first concept for sure that we wanted collateral damage, but we didn’t really intend
to build the game around it. That came later when we
were experimenting more with telegraphed attacks where
you knew what the enemy could do and it made more
sense for the buildings that couldn’t run away
to be the primary target. – [Justin] And I feel like
that was the turning point with the combat, at least for me, because it’s like a new constraint. You’re basically saying what if the entire game had this different system for threat? and what would that mean
for the rest of design? And so you sort of follow that down to pushing and manipulating enemies is a core element, like, killing enemies isn’t fun, you’re just
removing the interesting thing, which was the threat, so if you wanna really make that an enjoyable experience, what does that mean? It changes the types of
weapons you wanna make, it changes the types of,
the way the layout works. And so, that was a big
constraint on the combat design that happened relatively early
and definitely shifted… – And you can see how that also leads to defensive stuff,
– Yeah – Because, if killing them isn’t fun, then it’s more fun to play
in the more defensive manor. – And, if you’re doing that, and you’re being more defensive, you don’t want the victory condition to
be kill all the enemies, which eventually led
us to having the short battles and on a timer because you want to feel successful when you just delay them. Like we
want to encourage that feeling of mitigation is
just as good as killing them. – The combat probably
didn’t solidify for a good two and a half years, yeah.
– Yeah – Until really where you play today. – Until we were like, at that point, we were like, okay, shift to content and releasing the game. – Which still took another
year and a half on top of that. – [Interviewer] What’s the
most enjoyable part, the first two and a half, or
the latter two and a half? – The first half of the first half and the second half of the second half. – [Interviewer] It’s that
big half in the middle. – Ooooo yeah, that one was painful. (Video game music) (Video game music) – [Interviewer] Both
FTL and Into the Breach revel in flipping conventional
design on it’s head. The former is a space combat game where the danger is in the long journey, not in the immediate
battle, and the latter, a tactics game about
mitigating collateral damage, rather than inflicting
it. In that respect, both of these games were incredibly challenging to design, as before they can teach players how to play, they first have to help
them unlearn strategies that, by design, no longer apply. – [Justin] The big challenge for us in terms of seeing weather
it’s gonna work out, is weather or not we can get people to the point where we’re at. Like, we know what we’re doing right now is enjoyable, so most of the challenge
with Into the Breach after the core game
was decided, was how do we get people to that
point? How do we get them to understand the systems? And so most of the challenge was like,
conveying information in a understandable way, to get people to start discovering how
things actually work. – [Matthew] Into the Breach
was a constant usability teaching question for years,
while FTL we didn’t really– – People just got it just because– – Well, people got it like instinctually and what the game was;
I’m a star ship captain. – [Justin] Schematically, done. – [Matthew} And that was– – [Justin] Shoot, the engines are on fire, send in people to fix
it. Done. You get it. – And then the complex mechanics from there, I think they’re more, it was easier to get them interested in chasing them down because they’re so immediately hooked on the core concept, while Into the Breach is a little bit more abstract and that core theme
isn’t quite as exciting. There’s also that immediate
narrative for the player to lock on to, and so,
they weren’t necessarily gonna chase down the core
mechanics quite as quickly and so we needed it to guide
the player more carefully to make sure they saw that the game had interesting elements
and it just wasn’t gonna grab you at the same speed that FTL was. – Every time that I discovered something new that was a good
strategy like the first time that you attack your own unit to push it a little bit further to
be able to do something like that’s an a-ha
moment then I’m like oh, this process is fun, this process of learning and discovering
is fun and, normally with games, if you design everything out and you know every mechanic perfectly, and how they interact
perfectly, that’s not really possible as a developer,
to get the discovery, and so, there’s some
things I can’t get the discovery of, like with FTL, I do not know what it’s like to get
attached to your crew members, like, that’s impossible– – Would’ve never understood it. – But, or like, with Into the Breach, just the first a-ha moment of pushing an enemy out of the way and they now are attacking an empty space, like, that may be a breakthrough for people first approaching the game and like, so
that I can’t experience. I just have to, ya know, extrapolate that the higher level a-ha moments are fun, therefore, hopefully, the
earlier ones are fun too. – And the higher level ones are the ones that, where a lot of the
complexity comes from. – Yeah – And a lot of that
maintaining of how do you get that system in your head
and pay attention to it comes from seeing and finding those fringes constantly. – [Justin] Like, the whole point of the smoke squad, is to basically make you perceive the concept of smoke differently. And so even if the number
of mechanics and the way they interact are relatively limited, by constantly forcing you to reassess what things are used for,
it kinda keeps players on their toes and you
see, you see opportunities everywhere, you don’t just
get complacent about like, this is what this does and that’s it and you just force them to think now your unit is actually useful for
chaining lightning through you, you can trade your
health for more damage, ya know, like just the
more opportunities to surprise people in that way, it just makes games really fun. – [Matthew] And the mech
squads work very much in the sense of the’re tutorials. They’re designed to be
tutorials; they’re designed to introduce the new
mechanics, the smoke, the fire in a way that forces the player to engage in that mechanic, ’cause it’s quite easy for a player to play a
game, get comfortable, with a certain way of playing a game, and then kind of get stuck and always play it that way. Well, if you force them to use a squad that relies on a very different approach, then they can do a lot better job exploring all
the different systems and kinda finding all the boundaries that we’ve been very carefully
putting in with the game, I would much rather they engage with. – Yeah, one thing that is troubling to me as a player is when, like in Dark Souls or something, I spend a lot of time figuring out how to win
with a sword and shield and then I want to play in a different play style but I just, I feel almost dis incentivized because like, I already know how to do that and then I just always revert back to my default, so I want to try and make
situations where you’re not, that’s not an option essentially. You don’t have to feel guilty for wanting to learn a new mechanic. (Video game noises) – [Interviewer] Both
FTL and Into the Breach do a good job of using clever touches to establish a fiction in
the worlds they inhabit. For instance, the buildings
in Into the Breach pop speech bubbles full of
relief, fear, and support as battles begin and end. Each run in FTL was given a unique flavor thanks to cleverly written
narrative book-ends penned by Tom Jubert. While for Into the Breach, the duo managed to get famed RPG writer
Chris Avellone to help out. But they fully admit to not being the easiest designers to collaborate with. – [Matthew] We did end
up using Chris Avellone for Into the Breach, partly because I grew up with Chris Avellone’s games and it was so cool to work with Chris Avellone when the opportunity presented itself, it was something that we wouldn’t wanna pass up, but Tom Jubert did a brilliant job on FTL, and it wasn’t any indictment of Tom’s work that we wanted to work with Chris, it was just to shake things up a bit. – [Justin] Sometimes
I feel like we put our contractors in a not great position, where we’re saying we want you to get emotionally invested enough to help us figure out what would be best for the game in the ways that you’re
more skilled than we are, at the same time that we’re saying this is our baby and we have executive control over everything
and it’s been a learning process for us for how to collaborate in ways that are fulfilling for other people. The way that we work
isn’t really suited very well for having other people jump in, meaning like, we scrapped the majority of the game multiple times. This is not a good way to… have contractors be
brought in midway through. – On a more micro level,
like towards the end, – [Justin] Scrapping features– – [Matthew] The pilot abilities, we were swapping them in and out because we weren’t sure what pilot abilities for Into the Breach we wanted to balance against the game design. Meanwhile Chris is creating these really
complex backstories and explanations and personalities that are inspired by the
pilot abilities and then we say two weeks before
launch, “Oh wait Chris, “I’m sorry, this character you built “around this ability, he doesn’t have that ability anymore, he has a
completely different ability” And, at the end of the
day, all the contractor work, like all that stuff to us… the game design is always the
pillar that everything else has to like, be constrained by and so we end up disappointing
contractors if we have to make game design decisions
that lock on to that. The only, the nice one
that is music, ’cause I don’t have an opinion
on music, or as strong an opinion on music, so I feel like I’m a lot more able to say “Ben,
go make amazing stuff.” and then I’ll put it in the game and I don’t have to worry
about it quite as much, versus like, the writing
or the sound effects, you might get a little
bit more micromanaging. – [Interviewer] It sounds
like the two of you make games very much for like,
yourselves, like you’re making games that you’re entertained by. Are you surprised when, ya know ’cause FTL like, I remember the thing that sounds good to me first is the Kickstarter, like, you asked for that
much and you got that much, like, are you surprised by just how popular both these games have been? – Yes
– Perpetually – Yeah, never stops being weird. – Especially, I think the
biggest shock was FTL ’cause we thought we were making just something only we would like,
initially and we’re like, no way people would be masochistic enough to want to play this terrible, awful game about dying in space and then when people just responded really strongly to it, we were kinda shocked. – [Matthew] I think Into the Breach, we thought people
wouldn’t like it as much, mostly ’cause it was (mumbles) smaller experience, and coming off FTL they may have had expectations that Into the Breach didn’t really satisfy the exact same type of game. – [Justin] It’s also a tactics game so those don’t sell that well. – [Matthew] We didn’t
expect it to be very big and we knew it would be smaller than FTL, it is smaller than FTL.
Everything that we ever make will be smaller than FTL. But it still ended up finding an audience much larger than we expected; we didn’t think we’d be
winning best design at the Game Dev Choice Awards
and stuff like that. It’s still shocking. – Yeah, its pretty crazy. (upbeat music) (upbeat music) (upbeat music) (upbeat music)
(upbeat music) (upbeat music) (upbeat music) (upbeat music) (upbeat music) (upbeat music) (upbeat music)


  • Noclip

    Many of you were asking for us to cover FTL & Into the Breach so we were delighted to catch up with Justin & Matthew to chat about the design of both games. Keep those recommendations coming, most of our projects are taken from suggestions on Patreon & YouTube. Loads more coming this month!

  • dardevVI

    good video

  • Roman Riesen

    (Techno Music)
    (Record Scratch)

    Yeah, this will be great!

  • BobbyOxygen

    Great to see you cover proper game developers, instead of creatively bankrupt AAA studios like Bethesda. More like this please.

  • Abbreviated Reviews

    These guys are a treasure to the world of indie gaming. After these two games, I'm 100% on board with anything they make. The GDC Postmortem that Matthew did out last week is definitely worth watching too if you like this.

  • MrCombatgiraffe

    FTL is such a great game.

  • Tom Alexander

    Really cool

  • ZaxProxy

    Cheers! Also don't forget the check out the two GDC postmortems they did!

  • periurban

    Into The Breach was about the buildings? It didn't seem that way to me.

  • SpoonIsTooBig


  • Table 53

    FTL is still in my opinion the greatest indie game of all time

  • Unknow0059

    Pretty awesome.

  • supermanboy

    OMG IT'S JUSTIN MA!! I got an EMAIL from him once!! He said I couldn't have a steam key for FTL after having purhcased it on GOG. AND NOW HE'S FAMOUS!!

  • Nevermore

    In 2012 I called "FTL: Faster Than Light" the best game I've played in forever, if I was giving out scores, it's a 10/10. When "Into the Breach" was available for pre-order I bought it, despite the fact I never (can't say that now, can I?) pre-order games and I didn't regret it, the game is awesome! Whatever Subset Games will come out with next, they already have my money… unless it's an Epic Store Exclusive.

  • Hannes van Zyl

    Great video about two great games!

  • Doki Mus

    The soundtrack to Into the breach might be my favourite soundtrack ever, shout outs to Ben Prunty!

  • Thomas Moll

    WTF, FTL has been out for 7 years already?

  • Nesano

    Ah, what a great game. Worthy of a feature.

  • Martin Lindgren

    Hoping for Android rel. date :O

  • Kyle Blane Plays

    I've never clicked on a video so fast. A well-deserved documentary for a great dev team.

  • TheLeadhound

    I love these games.

  • likwid tek


  • C0mmand3r27

    The sound track to FTL will forever and always be one of my favorites

  • Richard Lim

    Thanks for this video, i didn't know they made another game. Hope FTL will have a sequel

  • romeinprogress

    Well, going to have to come back and watch later, need to go listen to the ftl soundtrack

  • foist

    Hearing about developers making games for themselves is such an inspiration, it genuinely makes me happy in a way I can't fully describe.

  • TohirT

    I’m amazed at how they work style is not building but rather discovering. Like two archeologist they keep digging until they uncover a fossil, that ends up being the core of the game.
    I love game dev 🙂

  • Zurrdroid

    I'm surprised they said they don't understand people getting attached to their crew. It seems so organically included in the game experience that I was sure it was something they planned from the start. Cool.

  • BackfallGenius

    Into the Breach is like unbelievably good. Probably the best puzzle-strategy tactics game I've ever played. Hats off to these guys!

  • Kat Reynolds

    two remarkably good video games

  • Marcus Vipsanius Agrippa

    FTL is literally the perfect game.

  • Blackthornprod

    Awesome video 🙂 ! They're such great game creators.

  • James

    Two incredibly intelligent game designers. What a fascinating look into how they operate. You can tell from FTL and Into the Breach that they have insane eyes for detail and an impressive methodology.

  • Sinisphere

    The design of two games I adore? Well I know what I'm watching later.

  • Rain's Mods

    FTL is a masterpiece as is.
    The idea that they once had a mechanic for piloting the ship yourself is pretty cool, although it makes sense why they did away with it

  • Gordon Chin

    Matthew talks over Justin all the time.

  • Bill Wolf

    Big love for Subset Games

  • Henry Warmoth

    So I love FTL. It's one of my favorite games. It's for that reason that it frustrates me so much. I understand the concept that you are the last hope on the run from overwhelming forces and you can't linger and you're always the underdog but I would have liked to see some other ways to play than just that. FTL is so good because of what it does different. I have played countless star wars games, and star trek games and star trek online as an example but none of them were able to come as close to making me feel like a starship captain as FTL does. That's why I want to play FTL in a different way. Instead of being the underdog on the run, I want to have to option to experience the game differently. To be able to explore the galaxy in the game at my own pace. I'd love to see away team missions implemented somehow where I can manage my crew on the surface of a planet. I'd like to see a little more focus given to the non-combat narrative aspects of the game like negotiating with a new race to join the federation or establishing trading routes. It might not sound the most fun to some people, but to me and I'm sure some others, these ideas sound like they would be such a fun and natural addition to the game.

  • KaNawogirusa

    I would have liked to know what are they working on right now

  • James Cornwell

    great vids as always from noclip!

    these games would be great on ios/android

    i’d buy into the breach right now to play on my ipad / iphone. just not interested in it on pc or switch, if it was on ps4 i would likely crack.

    my preferences to play people i respect you love it on pc and switch. these games belong on tablet perfect sized games in a sea of garbage. currently the best game on ipad remains the deeply flawed hearthstone for long term 15-20 min time fill. would love the option of into the breach, as it is really suited to the platform in a way final fantasy ports etc are not. switch is big has a worse screen comparatively bad battery life with inferior touch interface.

    Maybe someone knows if it’s coming but i haven’t heard boo after it was announced on switch and i bought breach for a strategy playing friend for christmas on steam. so i guess i am already a customer lol.

    some games would really benefit from being on tablet, pokemon lets go is another one, feels like a mobile game on switch but that is another kettle of fish. must be some weird deals made on this game i figure nintendo bought timed exclusivity which just sucks. (breach)

  • JoeTube

    FTL is such a masterpiece. Come on, give us part 2, there are so many ways to expand the game, new weapons/races/systems/events/ and so on. Oh and new music by Ben Prunty of course.

  • maynardburger

    I love how 'on the same page' these two devs are. That is so seriously key for a small team, for not only advancing a concept, but also doing so efficiently, where you can say to the other person, "Hey I think this work well because of 'x'" and have the other teammate understand and agree and get to work to implement the ideas/changes. As a musician it reminds me a lot of making music. The more you can 'get' what another person is suggesting, the more you'll not only appreciate and respect the input, but also know how to quickly integrate it into what you were already working on. Love this sort of stuff. Keep it up NoClip crew. Y'all are really doing an amazing job and giving us a look behind the scenes that I think gamers really want and need, especially in this age of outrage and ignorance about what really goes on.

  • Ersen

    Into the Breach is as close to a "perfect game" as the industry has come in my opinion, from a pure gameplay standpoint.

  • Jesse H.

    These guys are great. I wish Into the Breach was on ps4!

  • Samuel Seipel

    FTL is in my top 5 favorite games and I don't see that going anywhere anytime soon. Incredible game. Into the Breach is fun too.

  • Nelson Fluckz

  • TeilzeitHacker

    Indie games > tripple A games. You buy a game, and there you have it. NO p2w, NO Microtransactions, NO toxic community. Just awesome people that have one thing in common: Have fun while playing! This reminds me of the good old times when I grew up with a SNES and a Gameboy Advance SP

  • David Almodovar

    FTL is an all time favorite of mine.

  • David Almodovar

    Would really like a Switch port for FTL.

  • Werd Lert

    For me it was the opposite: I got into ItB a little easier than FTL. Perhaps because I like logic-based puzzles/strategy. In FTL I kinda had to fail a few times before I figured out what's what because you face the consequences many minutes or sometimes hours later. In ItB all the information you need is in front of your eyes.

  • Mayhem296

    IMO FTL is one of the best games ever.

  • Table 53

    9:30 The Smoke Squad in Into the Breach are probably the strongest in the game, so many opportunities to prevent all potential damage with smoke

  • Filip Gronowski

    The best company in the world since release of FTL.

  • Motorsagmannen

    "Ben, make amazing stuff and then i'll put it in the game" seems to be working so far as a music design philosophy 😛

  • anders lindberg

    Ftl2 and ITB for ipad pls 😀

  • Vincent Omodei

    I bet a trip to Prague and a Factorio doc would be appealing to the devs there if you hit them up..

  • Icarus

    Regarding the closed captions: That's definitely not Techno music in the beginning. ;P

  • Icarus

    @Noclip: Great work, as always! If you're still taking suggestions, especially on indie games, I'd love to see something on Team Cherry, the extremely talented and amazingly generous developers behind "Hollow Knight"! Preferably something long and in-depth, but a short clip about their design philosophies would be very much appreciated as well! 🙂

  • Lakerko

    what a lovely guys

  • Frank White

    Two of my all time favorite games, and I don't even like strategy games that much.

  • Danny Mexen

    Love FTL, was disappointed that ITB is not on Linux but I have a Switch so I bought that version instead.

  • I'd Rather Watch Paint Dry

    It is all ways a good day when there is a new Noclip doc.

  • Fredministrator

    FTL ist a great game

  • wazman77show

    Please bring into the breach to mobile!

  • Anthonest

    If anybody is still interested in FTL, a team of developers are now currently creating a prequel "FTL:2." Its been resurrected from a project that started in 2014, if anybody would like the link to the development server I have it.

  • CantSleep OverCrypto

    I don't like this FTL game – I haven't slept in a week because of it …

  • Hugo van keulen

    Please make FTL for Android!

  • J Dorfer

    FTL is still to this day my favorite game. I still love playing it and really wish you guys would make another expansion for it. I also really enjoy Into the Breach but FTL just keeps pulling me back to it.

  • Arc

    Why isn't FTL on the Google play store? I've bought it on steam and apple (I own an iPad). Please consider the Google play store 🙏

  • Truck Shepard

    I wonder what they are doing next. Whatever it is, I am in sight unseen.

  • Pepperoni Secrets

    Only developers with a perfect record in my book

  • Cristian Sosa

    Loved ftl, the game5/5. So freaking hard!!!! Just played it easy.

  • Pixel

    FTL will always be my favourite Rouge like/RTS game EVER. Period.

  • Will Bryant

    d0es anyone else love ftl but not into the breach?

  • Silas Neufeld

    I have 165 hours on into the breach, it’s my favourite game ever. This is an awesome vid!!

  • JoeAlan

    Great stuff, these guys are brilliant, and seemingly good at self-examinination. Innovation is a sign of real greatness, and it would seem their design choices and work ethic yields it in spades. It's inspiring.

  • Ace Tycho

    Love this!

  • Randomdudu

    Ironically learned more from this than game design in school

  • Ben Roche

    great documentary

  • thadrine

    "Savings to work for a year" I cannot even comprehend.

  • Luke Orion

    Omfg they DONT get attached to their crew members?

  • Its All Good Games

    these guys look like a they have a symbiotic relationship mentally or something lol

  • Clean Living

    Some smart dudes

  • Anguel Roumenov Bogoev

    1:09 "The China"

  • ThoughT

    FTL still remains one of my favorite games ever. Never has my childhood sense of wonder while watching ship battles in Star Trek been realized better than in that game.

  • Robob

    in my opinion,FTL and into the breach beg for mobile ports

  • hecc mcgee

    I understood everything they were conveying why is this so rare these days with games like understanding the devs and them giving clear and concise feedback and info

  • Riesgo Garza

    And to think I own both of these games and haven’t played them yet… it’s time!

  • jokiu4

    FTL is a very special game for me. I've played through it over 100 times and I only won the game… 2 times…
    I've had times when I became very frustrated, such as trying to go to the Crystal sector only to lose Ruwen to a dumb RNG moment when I was so bloody close to achieving it…
    And yet, with all those frustrating losses, I love the game to bits. I haven't come back to the game in maybe around 2 years and when I was eyeing the game again, I decided to reset my progress. All the ships I unlocked, the achievements I collected, gone. And I was okay with that. I get to play the game completely fresh and that makes me feel happy.
    I got Into The Breach on my Switch and I'm pretty happy about it, however I still haven't started playing it yet. But I'm sure I'm gonna love the game as well. Maybe not as much as FTL but I'm sure I'll still have fun with it.

  • Tyler Stewart

    FTL is a damn masterpiece. Maybe my favorite game. And it's completely timeless. I'll be playing for the rest of my life!

  • kdizzy07

    "Into the Breach" is awesome and I love it more than FTL

  • razzledazzle84921

    “The first half of the first half, and the second half of the second half” is a nice insight.

  • Thomas Gentle

    These guys inspired me to try my hand at making games. Dreams from Media Molecule has given me the tools in a way I can get started, but Subset Games proved that a handful of people can make INCREDBILE games. Thanks for covering them guys, and showing us the inside of their mindset when deciding on how to make these games.

  • MoonStruckHorrors

    In a time saturated with Mediocre shooters/P2W/microtransactions and general audience buying all that BS, these guys give me hope. Brilliant games

  • seekingseaker

    I was just doing a couple runs of ftl last night.

  • dungeonmaster16

    Around 1:45 I legit can’t tell is that the mouse darting around or somehow a fly is darting? I legit tap my screen bitt hard by instinct trying to hit it when I saw that.

  • vedomedo

    Man, FTL is one of my favorite games ever, I had sooooo hoped they made a second one.

  • captainjumptoast

    Those two are the chillest freaking dudes. After seeing this I just want all their games to be massively successful.

  • Squirtle Squady

    FTL is probably in my top 3 favorite games of all time

  • Franz Pattison

    can you do interview on obra dinn making?


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