Free
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About
Drag one thumb. That is the entire game.
Swarmlight is a horde survivor rendered entirely in glowing geometry. You are a single point of light. Everything else on screen is trying to reach you, and your weapons fire on their own — your only jobs are where to stand and what to become.
ONE-THUMB CONTROL
Drag anywhere on the screen. Your light follows the vector, not the fingertip, so your hand never covers the action. Release to stop. Nothing to press to move or fire.
EIGHT WEAPONS THAT FIRE THEMSELVES
Bolt snaps at the nearest shape. Orbitals circle you and grind through anything they touch. Nova pulses outward on a timer. Shards fan out the way you are moving. Mines seed the ground you leave behind, Chain leaps from body to body, the Boomerang cuts out and comes back through everything twice, and the Beam sweeps a line around you. Every level-up offers three cards — a new weapon, a deeper one, or a passive — and a run ends long before you could take them all.
EVOLUTIONS ARE THE CHASE
Max a weapon, max the passive it pairs with, and it becomes something else entirely. Bolt and Damage become the Railgun, which pierces everything in a line. Nova becomes the Supernova, Shards the Storm, Orbitals the Halo, Mines the Minefield, Chain the Tempest. Every card shows what it pairs with from the moment it is offered, so you can see what you are building toward long before you can reach it.
REROLL AND BANISH
Don't like the three cards? Reroll the whole hand. Never want to see an upgrade again? Tap its corner twice and it is banished for the rest of the run. Every run starts with two rerolls and one banish, and the upgrade grid sells more.
SHAPES TELL YOU WHAT THEY DO
A triangle beelines straight at you. A dart approaches, hesitates, flashes, then lunges. A square soaks damage and blocks your line. A pentagon splits into two when it dies. A hexagon keeps its distance and shoots. A ring circles at arm's length and closes off the places you were about to go. Nothing here needs a tutorial — the silhouette is the explanation.
BOSSES YOU CANNOT OUT-DAMAGE
Every weapon you own takes health off bodies. A boss does not attack your health, it attacks the floor. The Divider cuts the arena into lethal wedges you have to move off. The Tether attaches a line and hauls you somewhere you did not choose — it does no damage at all, and ignoring it delivers you to something that does.
NEAR-MISSES ARE WORTH SOMETHING
Let a shot pass close instead of running wide, and the edge of the screen ticks and fills. Fill it and Surge fires everything half again as fast for ten seconds. The safe line and the greedy line are not the same line.
ELITES ARRIVE ON THE CLOCK
A warning arrow slides in from the border. What follows is bigger, tougher, brings its own minions, and leaves a chest behind.
A NEW DAILY RUN EVERY DAY
One try, and the same run for everyone: the same field, the same starting weapon, the same ship. Permanent upgrades are switched off, so the only difference between your score and a friend's is how you played — and your result becomes a card you can share.
GOLD SURVIVES THE RUN
Every run pays, whether you last two minutes or twelve. Spend it between runs on permanent health, damage, fire rate and pickup range, on extra rerolls and banishes — and on new shapes to fly, each with one thing it does better than the others.
WORDLESS WHERE IT COUNTS
Icons, numbers, colours and shapes carry the meaning while something is chasing you. Words wait for the moments where you have stopped to think.
WHAT IT DOES NOT DO
No in-app purchases. No accounts, no sign-in, no profile to make. No energy meters and nothing to wait for — the daily run is one try a day, and every other run is as many as you like. Your progress stays on your device.
Every shape you see is drawn by code as the frame is rendered — there is not a single image file in the game.
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What's New in Swarmlight
1.1.0
September 19, 2026
New in 1.1 Daily run: one try a day, and the same run for everyone. Each day brings its own starting weapon and ship shape, permanent upgrades are switched off so scores compare fairly, and your result becomes a card you can share. Reroll and banish: don't like the cards? Reroll the whole hand, or banish an upgrade so it never comes back that run. Two rerolls and one banish every run, and more to buy in the upgrade grid.
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