Grow the flame
Every kill drops Embers. Spend them on Power, Speed and Light, then on wisps, crits and solar lasers as they open.
The stars went out.
One fire still burns.
Last Spark is a dark fantasy roguelike tower defense built for the phone. Creatures pour out of the dark from every side. You grow the flame between waves, pick a build on every level up and break the worst moments with a spell. No two runs play the same.
Every kill drops Embers. Spend them on Power, Speed and Light, then on wisps, crits and solar lasers as they open.
Each level deals three Blessings from 18: chain lightning, magma pools, frost rings, golden shields, black-hole wells. Max the right pair and they fuse into one of 6 Mythic evolutions.
Equip three spells and fire them when the swarm breaks through. Until wave 12 Auto Spell casts for you, so a first night is about learning the dark.
A build is the shape your flame takes over a run. You never pick it from a menu. It grows out of the Blessings you take, the Embers you spend and the spells you carry. Most runs lean toward one of four elements, and the best ones borrow from a second.
Lightning that jumps from one creature to the next and rings of sparks around the fire. Made for the nights when the swarm comes from every side at once.
Burning, molten ground and creatures that burst when they fall. Damage that keeps working after the shot has landed.
Chill the dark until nothing reaches the light at full speed. A frozen pack is a pack your fire has time to finish.
Golden shields, kinetic force and the pull of the Void turned against itself. The fire that simply refuses to go out.
The heart of a build. Three cards each level, four rarities, and you can only take one.
Power, speed, light and more. How you spend them decides whether your Blessings get room to work.
Three spells to cover what your build cannot, and a hearth that tilts the whole run toward one style.
Rewards from bosses and bargains you swear before the night begins. Both bend a build in ways you did not plan for.
Some Blessings were never meant to stay apart. Push the right two far enough and they fuse into a Mythic evolution. Which pairs? That is for the fire to teach you.
Bosses rise on the tenth waves: the Abyssal Colossus, the Brood Matriarch, the Lantern Lich and the Void Herald. Slay one and choose a Relic. Hold out to wave 50 and the Maw itself opens. Beyond it waits the dawn.
Reach wave 25 and the next Depth opens, up to ten, each one stronger and richer in souls. Four lands bend the rules, the weather shifts mid-run, and elites arrive with ten different affixes.
Captured in the game. Scroll for more.
Void Souls carry over when the flame goes out. Spend them, come back tomorrow, and the next night goes deeper.
Permanent power bought with Void Souls. New runes light up as you reach deeper waves.
Upgrade spells, pick one of three hearths, and swear Pacts that trade risk for more souls. Then try ten levels of Eternal Night.
Your hearth gathers souls from the dark while you are away, for up to eight hours.
A new Rift every day and a Rite every week, now ranked on Google Play Games leaderboards with the deepest wave. Plus daily missions, a 7-day streak and 48 achievements.
Every run, mission and Rift moves you along the Path. Each season has a free track for everyone and an optional track of Living Flames, animated flames like Ashen, Wildfire and Starfall. They change how your fire looks, never how strong it is.
Portrait play, big targets, and a run you can close mid-wave and finish later.
Pure Canvas, a 60 FPS cap and Visual FX switches for older devices.
Play anywhere. Ads are optional rewarded videos only. No banners, no forced ads.
Switch any time in Settings.
One fire, one night, and every creature of the Void walking toward it. Pick your Blessings, choose your hearth and see how deep your flame can go.
Coming soon on Google PlayAndroid · Free to play · Offline · Rewarded ads only