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First Class Trouble News

First Class Trouble a look at the road ahead!



[h3]Hello residents - this is your captain speaking…
[/h3]We got an announcement to make. We are absolutely thrilled to finally be able to share with you our new officiel roadmap! We have been working on First Class Trouble for a few years now. But a lot has happened during the last few months, and with Versus Evil publishing First Class Trouble, we are now able to focus fully on the journey ahead.

If you stick around we will take you through it and explain how we intend to use the roadmap to keep you all updated on our development.

[h3]How to read the map.
[/h3]The roadmap is our current charted course, and it should allow you to see where we are heading. As with with every journey, challenges may lie ahead. Astroid belts, black holes, engine failure or crazy AI are not uncommon - both in space travel and game development. So changes may occur, as we try to navigate our way to the stars.

When a change occurs, we will try to share information with you guys as early as possible (and we can only share what we know at that point). We are very agile and change plans on the spot if we think it is the right thing to do. At the same time we want to listen to our community and changes may arise, due to your input. There are also things that we might not share right away, but we will share any changes with you as soon as possible and when we are confident that the change is the right thing to do.

If you want to get into more detail about the specific features visit our detailed and living roadmap here:
Living detailed roadmap



So some features are still not scoped, others are prioritised over others. So it will be until the game is launched. When we sit down to decide what to include in an update, it tends to be healthy mix of reading and analysing your feedback, as well as listening to our own wishes and desires. Luckily those things tend to pretty much align across the board, which is a very good sign for us. It's our goal to never overpromise on something we can't deliver with our limited manpower, and when we do things we want to do them properly, in the way that fits the game best.

We are passionate game developers , and it’s important to us that you have a great flight and a good experience aboard First Class Trouble.




[h3]One giant step for FCT, one small step on the way.[/h3]
As you may notice from the roadmap, Early Access is around the corner. The exact launch date is still preliminary, but we are quickly closing in on a version that we feel has most of the features and content we ourselves would expect from an Early Access game. Core is a new improved matchmaking backend and front end, which will make it a smooth ride to find people to play with. Furthermore, profiles and character customisation will allow you to build a character and level it up. We will get more specific on what to expect from our Early access very soon. But it is nonetheless a giant step for us, but in no way the last step we take on this journey.

[h3]The great beyond… update 13 and on…
[/h3]
Right now we are focused on getting this heavy rocket off the ground and getting the journey started. But what about what lies ahead - you ask? To answer that question in short; First Class Trouble will be a living game.



We will continue to add content at a regular pace, and will also make bigger updates with a lot more content - specifically themed for holidays or yearly seasonal changes.
We will get into more detail about this in the coming months and looking forward to sharing our first thoughts on this.

Join our Discord (Join our Discord) if you want to talk to us about the roadmap or have ideas for the game.

With love,

On behalf of the entire on-board crew




Thanks for taking part in our Christmas playtest



From December 15th until December 31st we opened up our servers for everyone to jump in and help test the game. Now the servers are closed while we crunch some bugs and add some more features to the game.
To start out then for this Christmas playtest we chose to move away from the cumbersome Steamkey-system where we need to request keys from Steam and then deliver them to you - our players.
We feel like this method was successful and in this post, we will try to dive into some of the things that we learned from the playtest...

... but first of all, we would like to give a huge thanks to everyone who provided feedback, broke the game, stress-tested our servers to the max or simply were there to have a good time. Thank you for being so awesome helping us make First Class Trouble a better game for everyone in the future.

Thank you!


Over the last few weeks, you have played 1000+ matches where you have trusted and lied to each other in the true spirit of Christmas. We hope that you enjoyed yourselves. Judging from the comments on our Discord and through the in-game feedback system, we have gathered that most of you have had an enjoyable experience.

In many ways, we proved again that there is a market for games like this, it should already be quite evident with the huge success that is Among Us, but it is nice to read kind messages from people who enjoyed something that you personally have handcrafted over such a long time.

You have reported hundreds of bugs, which is great as we still have a long way to go before release. Moreover, we got a lot of the same bugs reported, which further helps us plan the things that you the players would like fixed first. Some bugs were so critical that we had to work hard in the days after the opening of the servers, so people did not receive fatal errors that ruined their experience. After a hotfix or two we managed to create a more stable experience for the majority. The other reported bugs have, and will, keep us entertained for a good amount of time :).

We had a preconfigured notion that people would like to play with everyone, but it was quite evident early in the test that players craved a lobby system so they could play private games with their friends. 92% of all games played where through private games, which is something that we kind of expected, but not to this degree.



Private queues solved a lot of matchmaking issues, but it also hindered the experience from other players who did not have 5 other friends they could group with. Only 8% matches through the public queue are not enough and we saw that it became almost necessary for people to queue together - sharing lobby codes through our Discord. It is amazing that people gather up, but we really want you to queue up alone, with a single friend etc. and get put in a game with other players. This is something that we strive to address in the next large update where we should reach full integration with Steam friends and a robust lobby system.

We also need to further work on our communication to our players. We have for a long time been accustomed to talking directly to our players through our Discord Channel, but by opening it up to everyone through the Steam Playtest system we lost capability to talk directly to our players as they were spread out over many platforms. We think that this is something that we could mitigate through in menu communication from us the developers.

We can see through our data that we probably still have hardware specification that limits who can play the game. Moreover, we can possibly also see that people with low-end hardware tend to fail to load, run out of VRAM etc. they sometimes force other players to go through the pre-lobby again. We need to revisit our hardware requirements to run the game, further optimize the game so as many as possible can enjoy the experience and lastly lessen the impact that it has on all players when a player runs lower end hardware - reworking how people load in the game.

Lastly, we will be releasing our roadmap here shortly, which will give you all a peak into the future of First Class Trouble. We cannot wait to show you more of the things and features we have planned.

Thanks for taking part of the test - now we are taking a small break from public playtest but will announce when we are ready to take it public again. To get up to date with all information add First Class Trouble to your wishlist and of course catch up with everything on our Discord here.

Happy new year! Let us hope 2021 will be a good year for everyone!

- Invisible Walls

Balancing & Bugfixes - Patch 0.6.4.4



This patch should fix a lot of balancing issues and thereby a better gameplay experience. The patch should also give some needed context messages to Personoids when interacting with items that have Personoid actions. Moreover, we are still on the quest to solve more of our voice communication errors and this should perhaps fix a few issues - more things are coming.
Finally, the patch should provide a list of changes to small glitches and unwanted artifacts.

This will probably be the last patch before Christmas, but we will keep an eye and things and make sure the servers doesn't burn down :).


Remember that it is still quite early and not so many players are active yet. For your best chance of finding a game use these links to add the peak play times to your calendar:
18.00-21.00 (CET) 6.00-9.00 PM (PST)
Furthermore, jumping on our Discord, you will find players to play with if you need.


The full list of changes can be found below:

  • Added more trash for the robotic vacuum cleaners to vacuum.
  • Shortened the knock down period on champagne bottles.
  • The Server Room now has two syringe stands for Personoids.
  • Electrocution hazard in the Restaurant reception area is moved to the kitchen.
  • Personoid goal of being able to reach CAIN and still win the game. is now on start-game message.


  • Fixed the interaction outline as it was wrong on several buttons
  • Fixed emergency airlock buttons to have the correct cooldown
  • Fixed it so the champagne bottle aboard the Christmas Train in the Restaurant did not have endless pickups.
  • Fixed it so the personoid UI interaction message on CAIN which was "shutdown" it is now correctly changed to "Save CAIN".
  • Fixed it so robotic vacuum cleaners can no longer fly out of emergency airlock.
  • Fixed a floor collider in elevators for robotic vacuum cleaners.
  • Fixed it so the syringe HUD icons is no longer far above the stands themselves.
  • Fixed some rocks clipped outside the aquarium in the restaurant.
  • Improved the instances where a player would have low voice chat volume from the other players.


Stay tuned while we update the game.
The latest updates can be found on our Discord here.

Experimental Private Matches - Patch 0.6.4.3



It’s been a fantastic week, and it’s been great to see the enormous interest there is for First Class Trouble. We have let through over a 2000 players to the playtest. Almost a thousand games have been played, and we have gotten a huge amount of invaluable feedback already.

We are painfully aware that a lot of you spend time searching for a game, because not everyone is here at the same time. Until the backfill works as intended, and until we get join-with-steam-friends working, this will continue to be a challenge.

Until we get everything working, as we want it, we have created an experimental work-around allowing you to create your own lobbies over the holiday. Using this feature, you and 5 friends can choose a code, that you share, to get in the same game together. We can recommend you use our Discord to share codes among you.

For those of you, who still want to play with strangers and get to know new people, we want to promote playing in two slots, which will make sure the most amount of players are online at the same time. The two slots will be from 18.00-21.00 (CET) and from 6am-9am (PST) every day. You can of course still play whenever you want, but this will ensure you are more likely to get a game.

Use these links to add the peak play times to your calendar - if you like:
18.00-21.00 (CET) 6.00-9.00 PM (PST)
And please keep the feedback coming, it is very valuable.

The full list of changes can be found below:

  • Added experimental private matchmaking.
In order to use it you will have to have 5 other players to play with. When you have your 6 people, go to find a game and type in a phrase which will be made into a string - the phrase is case-sensitive.

One example could be typing in the code "personoid" and it would give the code "02,517". When your 6 friends have found a game it should transfer you to the game. Due note that this is a temporary and experimental feature, but should help people to play with their friends.



  • Keycards are easier to find in the Restaurant.
  • Fire spawn rate reduced in the Restaurant.
  • Reworked the audio for Emergency Meeting
  • General audio mix and especially mix for main menu (no more annoying vacuum cleaner robot sounds)


  • Fixed crash to desktop when pressing find game.
  • Fixed freeze when pressing find game.
  • Text for Quit is now correctly called Quit to Menu.
  • Fire Extinguisher is now audible to all players.


Stay tuned while we update the game.
The latest updates can be found on our Discord here.

Devs playing First Class Trouble



We will be playing First Class Trouble for a few hours today. So if you want to hang out with us and also stab some developers in the back, join us.

It will take place between 18.00 and 21.00 (cet) today (18th of December).