Not enough plays yet to compare build 18 with build 17: it needs 10 sessions on each (build 18 has 1, build 17 has 0).
Builds
Every build stays playable.
B18
Build 18Latestdd8a4c0
The Constructor: the ammo maker becomes a Constructor that makes ammo or one of the driller's three parts, the recipe you pick with R. The driller is now a site you bring a Frame, an Engine and a Bit to, carried one at a time; it bores once all three are in (Kraig's idea)
1 sessions1 players16 min 33 s median0 comments
B17
Build 1756707bc
The swarm follows you down: when you drop through the hole, the bugs near you come down after you a moment later, so the first job on a new floor is to get clear of the hole (Kraig's idea)
0 sessions0 players0 s median0 comments
B16
Build 16bf13317
Walk over a miner with nothing left to mine to pick it up and get its iron back; climbing into the hole takes 1 second instead of 4 (from Kraig's playtest)
0 sessions0 players0 s median0 comments
B15
Build 15c931ffc
Launch polish, the same game: a title screen with Play, How to play and Settings; a short first-run guide (move, dig, a lamp and a turret, the driller, the drop) and tips that only show the first time; Settings for music and sound volume, screen shake, tips and a Low effects mode; the pause screen shows the controls; a friendly "best on a computer" card on phones; share text and Play again on the end screens
0 sessions0 players0 s median0 comments
B14
Build 148ceb542
Light and dark: rock blocks light and you only see bugs in light or right next to you, every shot flashes light, lamps light a pocket but draw the swarm; raised walls and lit ore; you're the squad's sapper, the only one who digs and builds (from Kraig's playtest)
0 sessions0 players0 s median0 comments
B13
Build 13438bc58
Squadmates act on their own: each picks its own post, scouts range wider, guards stay near your builds, they go after bugs they can see and fall back when hurt; hand mining is much slower so miners matter (from Kraig's playtest)
2 commits in this build
438bc58 Squadmates act on their own (posts 3-9 tiles out, scouts range wider, guards keep near your builds, they go after bugs they can see within 7 tiles, a 10-tile leash, fall back when hurt or swarmed); hand mining wears ore at half the old rate and only 35% of pieces come out whole (Kraig's playtest, Nov 4 2026)
f3d0f93 Rename the game to Sapper (Kraig, Nov 4 2026: "sapper is good"); save keys stay lastlamp.* so runs carry over
0 sessions0 players0 s median0 comments
B12
Build 1227d8b9e
The Driller is now the only way down: build it, survive its loud drill waves until it breaks through, then drop with your squad. Harder rock deeper needs a better drill (Mk I to Mk III), tungsten and a smelter appear on floors 4-5, hand mining is slower, miners never fill up and mine the ore you choose, your squad follows you and guards the drill, your pistol is weak unless you carry ammo, and the difficulty climbs much harder (from Kraig's playtest)
2 sessions1 players1 min 35 s median0 comments
B11
Build 11eb493c3
A few bugs waiting when you land, about 25 seconds of false safety once they're cleared, then the flood: surface waves every 16 seconds that keep growing, the first push at 2:00. Space pauses the game (from Kraig's playtest)
1 sessions1 players40 s median0 comments
B10
Build 10d9b80dc
Surface waves come sooner: the quiet after landing is 30 seconds instead of 2 minutes, and the first big push comes at 2:30 instead of 4:00 (from Kraig's playtest)
0 sessions0 players0 s median0 comments
B9
Build 99d1c720
Tuning from bot runs, spitter cap, hive egg chambers, compact build bar, build 9
1 sessions1 players52 s median0 comments
B8
Build 8df75f82
The queen and the ending, recorder build 8
2 commits in this build
c581d73 The queen and the ending, recorder build 8
df75f82 Minimap and music composed in the browser
0 sessions0 players0 s median0 comments
B7
Build 7b0d572a
Allies on every floor, spitters, borers, flamer/cannon/arc tower, the hoard pull, recorder build 7
0 sessions0 players0 s median0 comments
B6
Build 6abcf4f5
Rename, living-dark caves, station and fall, daylight surface with the squad, borer tunnels, six floors, one life with saves
0 sessions0 players0 s median0 comments
B5
Build 5ba25d3b
Copper ore from floor 3 (iron is grey now), the ammo maker upgrade (U, 6 iron + 4 copper): presses twice as fast and feeds turrets within 4.5 tiles
0 sessions0 players0 s median0 comments
B4
Build 484cf9a7
Floors and dig down, iron and crystal with ore pieces, walk-over ammo, miner, flashlight beam, zoom, bugs only seen in light, directional swarm sound, smarter swarm
4 commits in this build
7cf5d00 Floors and dig down, iron and crystal with ore pieces, walk-over ammo, miner, flashlight beam, zoom, bugs only seen in light, directional swarm sound, smarter swarm
6e96b3a The flashlight aims at the mouse cursor; mouse no longer drags to move
386eedd Underpass tuning from the first watched run: slower regen and a 6-bite cap with a low-suit warning, faster ammo maker (60 iron, quick drop-off, faster press), fewer chewers below floor 1 and double turret damage to them, lights 40 hp
84cf9a7 Bug remains pile up in kill zones, slow movement, cost extra in the swarm's routes (chewers tunnel round a clogged gap), and rot over a few minutes
0 sessions0 players0 s median0 comments
B3
Build 3fa59ac4
Playtest recorder to the artifact db, notes (N), local replay viewer
0 sessions0 players0 s median0 comments
B2
Build 2c37e27e
Build bar 1 light, 2 turret, 3 ammo maker; turrets shoot only lit bugs; synthesised sound and feel pass
0 sessions0 players0 s median0 comments
B1
Build 1f9ab11f
One cavern, fluid swarm, chewers, turrets, the rumble meter and the escape
Share of 2 sessions that reached each floor. Where the bars drop is where players stop.
Phone vs desktop
Phone 0 · 0%Desktop 5 · 100%
Measured by the ShipGames recorder in every build: anonymous, no names or cookies. A session counts once the player presses something; bots and rapid repeat plays are left out.
Feedback
Comments tied to the build they're about.
No comments yet. Play a build and say what's working, then one thing to try.
Devlog
Behind the scenes, build by build.
B18Drafted from the build history
Build 18: the Constructor
Building the driller was one button press once you had the ore. Now it takes a few steps.
The ammo maker is now the Constructor. It still makes ammo, and that's what it does when you build it. Stand on it and press R to pick another recipe: a Frame, an Engine or a Bit, the three parts of a driller. Feed it the ore the part needs, or put a miner beside it, and when the part is done it sits on top until you carry it.
Press 9 for a drill site, then walk each part over to it. You carry one at a time. When the third goes in, the drill starts, and so do its waves. The Bit sets the drill's grade, so deeper down it takes copper, then carbide. A part you carry is safe. A part on the floor isn't: if the swarm wrecks a constructor, its part falls out and the bugs chew it up.
B17Drafted from the build history
Build 17: they follow you down
Dropping through the hole used to be a clean escape. Not any more. The bugs near you when you drop come down after you, out of the arrival hole a couple of seconds after you land. The more of them were on you, the more follow.
So the first thing to do on a new floor is move: get clear of the hole, then dig in. Your squad shouts when they come.
B16Drafted from the build history
Build 16: miners come back
Two small fixes from playtesting. A miner that has run out of ore used to just sit there. Now you walk over it and pick it up, and you get its iron back plus anything it was still holding.
And dropping into the hole is quick now: one second instead of four, so the drop feels like a drop.
B15Drafted from the build history
Build 15: ready for strangers
Sapper goes out as a free web game on November 17, so this build is for people who have never played it. Nothing about the game itself changed: the swarm, the guns and the driller play exactly as in build 14.
The title screen is short now: the name, one line on what it is, and Play, How to play and Settings. The first time you press Play, a five-card guide walks you through moving, digging, a lamp and a turret, the driller and the drop. You can skip it. The tips during play only show the first time too, so a second run isn't nagged.
Settings has music and sound volume, screen shake, tips, and a Low effects mode with half the particles and softer light for slower computers. Space or Esc pauses and shows every key. On a phone you get a card saying it's best on a computer, with a Try anyway button. When a run ends, there's a line to share and a Play again button.
B14Drafted from the build history
Build 14: light and dark
The cave is dark now, for real. Rock blocks light, and you only see the bugs your light reaches, or the ones right next to you. Every shot flashes, so a firefight lights the walls around it.
Lamps are cheap and light a pocket of cave, but light draws the swarm, so every lamp is a choice. The walls are raised with a dark south face, and ore only glints where it's lit.
You're also the squad's sapper now: the only one who can dig and build. The soldiers are there to keep you alive.
B13Drafted from the build history
A new name: Sapper
Last Lamp is now called Sapper (Kraig, Nov 4 2026: "sapper is good"). Nothing else changed: build 13 plays the same, and saved runs carry over.
B13Drafted from the build history
Build 13: a squad with a mind of its own
Playtest notes: the soldiers stuck to me like glue, and digging ore by hand was so fast that miners felt pointless.
Now each squadmate picks a post of its own around you: scouts range out wider, guards keep near your turrets and makers, and anyone who sees a bug within range goes after it. They fall back to you when they're hurt or swarmed, and come back if they wander more than 10 tiles off.
Hand mining is much slower: ore wears down at half the old rate and only about a third of the pieces come out whole. A miner now beats your pick, which is the point: automate early.
B12Drafted from the build history
Build 12: the Driller
The biggest change yet, straight from playtesting. Before, you could drop to the next floor any time, so rushing down was always the safest move. Now the only way down is the Driller: you build it with what you've mined, and while it bores the swarm hears it and comes in bigger and faster waves until it breaks through. Your squad follows you, guards the drill, and drops with you; anyone who dies stays dead.
Deeper rock is harder, so you need a better drill: Mk I near the surface, Mk II with copper, Mk III with carbide smelted from tungsten found only on floors 4 and 5. Hand mining is slower, so miners matter: they never fill up and you choose what they mine. Your own pistol is weak unless you carry ammo, and the whole curve climbs much harder.
B11Drafted from the build history
Build 11: a welcome party, then the flood
Playtest notes again: a few bugs are now waiting when you land, you clear them easily, and then there are about 25 seconds of false safety before the flood drops. Surface waves come every 16 seconds and grow each time, and the first push arrives at 2:00.
Space now pauses the game.
B10Drafted from the build history
Build 10: the surface wakes up sooner
The first real playtest said the surface was too quiet for too long. The waves now start 30 seconds after you land instead of 2 minutes, and the first big push comes at 2:30 instead of 4:00.
B9Drafted from the build history
Build 9: tuned by bots
Three scripted players (a good one, a careless one and a rusher) played whole runs headless, and the numbers were tuned from what they did: a cap on spitters, egg chambers in the hive, a queen with less health and harder-hitting cannons, a compact build bar.
The good bot reaches the hive on about a third of its runs. No bot has beaten the queen yet.
B8Drafted from the build history
Build 8: the queen, a map and music
The ending exists: the queen on the last floor, three passes, and a recovery beacon that brings home whoever in the squad is still alive. Then a minimap that only shows what you've seen, and music composed in the browser from one danger number, a key for each floor.
B7Drafted from the build history
Build 7: allies, spitters and new guns
Other soldiers now hold their own ground on every floor. New bugs: spitters that lob acid from the dark, and borers. New towers: the flamer, the cannon and the arc tower. And the hoard pull: the swarm goes for the biggest pile of value, not always you.
B6Drafted from the build history
Build 6: Last Lamp
The rename and the first step of the big build: living-dark caves instead of square tiles, the station and the fall, a daylight surface with the squad, borer tunnels that open the way down, six floors, and one life with saves.
B5Drafted from the build history
Build 5, then the plan for the big build
Build 5 added copper from floor 3 and an ammo maker upgrade.
Then a design pass, written down before any more code: the name Last Lamp, a soldier dropped with a squad to kill the queen, the station and the fall, a daylight surface, six floors that each feel like their own place, and one rule to stop players diving straight down: the way down only opens when the swarm's big push arrives.
B4Drafted from the build history
Build 4: floors, ore and a flashlight
The cave became a dig: floors you defend until it's too much, then dig down. Iron and crystal with ore pieces, ammo you pick up by walking over it, a miner, a flashlight beam aimed with the mouse, bugs you only see in the light, and swarm sound that tells you direction and size.
The first watched run changed the numbers the same night: slower healing, a cap on bites, a faster ammo maker, and bug remains that pile up in kill zones, slow things down, and rot.
B3Drafted from the build history
Builds 2 and 3: a build bar, sound, and a recorder
Build 2 added a build bar (1 light, 2 turret, 3 ammo maker), turrets that only shoot bugs in the light, and a first pass on sound and feel, all synthesised in the browser.
Build 3 added a playtest recorder, notes, and a replay viewer, so a session could be watched back instead of guessed at.
B1Drafted from the build history
Test build 1: one cave and a swarm
The first playable test: one cavern, a swarm that flows like liquid, chewers that eat through rock, turrets, a rumble meter that tells you the swarm is coming, and a way out.
The game was called Underpass then. The question for this build was simple: is holding a cave against a fluid swarm fun at all?
Build clock
35 h 39 minfrom the first commit to build 18Self-reported
From the game's own git history: 36 commits, 18 builds. Self-reported. Not verified: GitHub has no record of these commits being pushed. Checked Nov 4, 2026 by tools/verify.mjs (gh CLI).
B1B2B3B4B5B6B7B8B9B10B11B12B13B14B15B16B17B18
Nov 3, 2026, 9:57 PMNov 5, 2026, 9:36 AM
Every commit
B18 The Constructor. The ammo maker becomes the Constructor (3, 10 iron), with recipes picked with R: Ammo (as before, the default), Frame (10 iron, 12 s), Engine (8 iron, 2 crystal, 16 s), Bit (the floor's Mk: 6 iron + 2 crystal / + 10 copper / 8 copper and 6 carbide, 20 s). 9 places a drill site that bores only once its three parts are carried in; one part carried at a time; a wrecked constructor drops its part on the floor where the bugs chew it. Guide, hints, HUD, keys, DESIGN.md updated; bots build, feed and carry parts (Kraig, Nov 5 2026). Bots: good 3,3,5,2,3,4; careless floor 1
B17 The bugs near you when you drop follow you down (60% of those within 18 tiles, 14 to 90), out of the arrival hole 2.5 s after you land, with a shout and a hint to get clear of the hole (Kraig, Nov 5 2026). Bots: good 1,3,5,4,4,4; careless floor 1
B16 Walking over a miner with nothing left in reach picks it up (its full cost back, plus any ore it holds; only after you've stepped off it), and the climb into the hole takes 1 s instead of 4 (Kraig's playtest, Nov 5 2026). Bots: good 1,3,4,3,3,4 floors; careless floor 1
B15 Launch polish, gameplay unchanged. A title with Play, How to play and Settings; a five-card first-run guide (move, dig, a lamp and a turret, the driller, the drop) and tips shown only the first time (lastlamp.guide, lastlamp.hints); Settings for music and sound-effect volume, screen shake, tips and Low effects (half the particles, one light cell a tile, 1x canvas), with the keys; Space or Esc pauses with the controls; a "Best on a computer" card on phones; share text, Play again and Title on the end screens; gore heaps batched. Bots byte-identical to build 14 (Kraig, Nov 5 2026: "next")
B14 Light and dark as strategy, raised walls, the sapper (Kraig, Nov 4 2026: "keep the top down but make it look better", "darkness and light ... strategy, gun fire should light up surroundings", "maybe we're the mining specialist in a squad of soldiers")
Rename the game to Sapper (Kraig, Nov 4 2026: "sapper is good"); save keys stay lastlamp.* so runs carry over
B13 Squadmates act on their own (posts 3-9 tiles out, scouts range wider, guards keep near your builds, they go after bugs they can see within 7 tiles, a 10-tile leash, fall back when hurt or swarmed); hand mining wears ore at half the old rate and only 35% of pieces come out whole (Kraig's playtest, Nov 4 2026)
B12 The Driller is the only way down (Mk I-III by rock hardness, loud drill waves, breaks and refunds half, falls through with a 60 s hole), tungsten and the smelter (carbide for Mk III), slower hand mining and miners that store without limit and mine the ore you choose, a squad that follows you and guards the drill, a minimal pistol unless you carry ammo, a steeper curve with burrows (Kraig, Nov 4 2026)
B11 A few bugs on landing, ~25 s of false safety, then surface waves every 16 s that build (8+7 per wave), first push 2:00; Space pauses (Kraig's playtest)
B10 Surface waves come sooner (quiet 120 s -> 30 s, first push 4:00 -> 2:30), from Kraig's playtest
B9 Tuning from bot runs, spitter cap, hive egg chambers, compact build bar, build 9
B8 Minimap and music composed in the browser
The queen and the ending, recorder build 8
B7 Allies on every floor, spitters, borers, flamer/cannon/arc tower, the hoard pull, recorder build 7
B6 Rename, living-dark caves, station and fall, daylight surface with the squad, borer tunnels, six floors, one life with saves
Last Lamp DESIGN.md: the way down opens only in the push (replaces the drill charge)
Last Lamp DESIGN.md: the drill charge
Last Lamp DESIGN.md: desktop only for version 1
Last Lamp DESIGN.md: pace, long floors
Last Lamp DESIGN.md: the station is just the launch
Last Lamp DESIGN.md: the squad's numbers
Last Lamp DESIGN.md: helping allies is indirect
Last Lamp DESIGN.md: the ending
Last Lamp DESIGN.md: soldier setting, the station and the drop, daylight surface, independent allies to the end
Last Lamp DESIGN.md: the name, the setting and the queen
Underpass DESIGN.md: the swarm goes for the biggest hoard; the finish line (free web game, about Nov 17)
DESIGN.md, the plan for the big build
B5 Copper ore from floor 3 (iron is grey now), the ammo maker upgrade (U, 6 iron + 4 copper): presses twice as fast and feeds turrets within 4.5 tiles
B4 Bug remains pile up in kill zones, slow movement, cost extra in the swarm's routes (chewers tunnel round a clogged gap), and rot over a few minutes
Underpass tuning from the first watched run: slower regen and a 6-bite cap with a low-suit warning, faster ammo maker (60 iron, quick drop-off, faster press), fewer chewers below floor 1 and double turret damage to them, lights 40 hp
Keep downloaded playtests out of git
The flashlight aims at the mouse cursor; mouse no longer drags to move
Floors and dig down, iron and crystal with ore pieces, walk-over ammo, miner, flashlight beam, zoom, bugs only seen in light, directional swarm sound, smarter swarm
B3 Playtest recorder to the artifact db, notes (N), local replay viewer
B2 Build bar 1 light, 2 turret, 3 ammo maker; turrets shoot only lit bugs; synthesised sound and feel pass
B1 One cavern, fluid swarm, chewers, turrets, the rumble meter and the escape