ShipGames
By Kraig Adams · Build 18 · Nov 5, 2026 Self-reported Founding maker

Tower defenseClaude CodePlain HTML/canvas

Computer

Sapper

A cave tower defense. Dig, build and hold the dark, six floors down to the queen.

Build 18 · Best on a computer: keyboard and mouse
Sapper
Latest: build 18 Open in a tab
0.4hours played 2players 52 smedian session Live

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.
  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. B9
    Build 99d1c720

    Tuning from bot runs, spitter cap, hive egg chambers, compact build bar, build 9

    1 sessions1 players52 s median0 comments
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. B3
    Build 3fa59ac4

    Playtest recorder to the artifact db, notes (N), local replay viewer

    0 sessions0 players0 s median0 comments
  17. 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
  18. B1
    Build 1f9ab11f

    One cavern, fluid swarm, chewers, turrets, the rumble meter and the escape

    0 sessions0 players0 s median0 comments

Stats

2
Players
5 sessions
0.4 h
Time played
21 min 15 s
52 s
Median session
100%
Came back
played again 30+ min later
0%
Win rate
0 wins, 1 death

Drop-off by floor

Surface2 · 100%Floor 12 · 100%Floor 21 · 50%Floor 31 · 50%Floor 40 · 0%Floor 50 · 0%Hive0 · 0%

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.

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    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 min from 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).

    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
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