Command a swarm of automated mining ships that consume solar systems.
Last Light is an idle clicker about a self-replicating probe swarm that eats solar systems. It starts on the asteroid belt, moves on to the planets, and finishes with the star, which shrinks in stages until only an ember is left. Then you launch for the next system and start over.
THE FLEET IS ON SCREEN
Every probe you build is a ship in the scene. It flies in from deep space, joins the formation, works, drifts, gets pulled back into line, and eventually grows old and dives into the star while a replacement arrives. Scouts range wide and fast. Harvesters crawl in close.
Each class keeps the one below it in order, so the formation tightens as your command structure grows. Hundreds of ships fly at once. Pinch to zoom, drag to look around at any zoom, and let go to glide back.
TAP IF YOU WANT TO
Tap the star and matter is pulled out of it toward your finger. Or leave the swarm to work on its own. Offline progress banks automatically, up to twelve hours.
SALVAGE WHAT DRIFTS BY
Derelicts pass through the system now and then, look for four kinds of wreckage. Tap one to salvage it and it breaks apart.
LAUNCH,
THEN DO IT AGAIN
Launching ends the run. The swarm strips the system bare and you earn Blueprint Data for permanent upgrades: faster drives, direct harvesting, automation, and a head start for every future arrival. Each launch offers a field of surveyed destinations with their own traits.
Metal-rich systems fabricate cheaply, ancient ones run deep and slow, radiant stars burn bright and die fast. Chart new star types as you go: red dwarfs, gas giant systems, binary pairs, white dwarfs, red giants, neutron stars and brown dwarfs.
THE ATLAS
Every consumed system goes into your catalog: its designation, what kind of place it was, how long it took, how large the swarm grew.
• Finite systems. Everything the swarm takes, the star visibly loses.
• Hundreds of individually simulated ships.
• An endgame you watch: the star gives up its mass in stages while the swarm forms its departure ring.
• Roguelite destination choices, each system with its own traits.
• Permanent progression through Blueprint Data.
• Offline earnings up to 12 hours.
• Universal: iPhone and iPad.
• Optional rewarded boosts. One purchase removes the banner ad. Nothing is paywalled.
I’ve been playing Last Light and I really like the core idea. Watching a small swarm grow into hundreds of probes, dismantle planets, surround the star, form the…
I love any sort of exponential growth type system especially machine swarms and this perfectly scratches that itch!