Flipper Zero · Stealth · In progress
The future dystopia is boring.
Last Light Static is a civic noir stealth game for the Flipper Zero. No neon skyline, no chrome. Plazas, courthouses, records rooms, queues, tunnels and staffers on their second cigarette. The takeover already happened; it arrived as paperwork, and getting proof of it out of a building is a scheduling problem.
Premise
One hour, one drive, one module.
You are part of RESISTANCE, a loose network of workers and specialists trying to expose a political-criminal takeover. What starts as a retrieval becomes a trap built around the Crosslink Module — the one object that turns a stolen drive from a filing error into a story that holds.
Ashley
Support and exposition. Takes the window seat, orders two coffees, and tells you which floor is a decoy.
The trigger
Runs the crowd in Court Square. Give him a cue through the speaker line and every badge in the square turns to watch.
Tech foil, then not
Waits in the City Hall lobby with a number someone offered him. He isn't apologising, and he isn't lying either.
Planning lead
Owns the map on the safehouse wall and the van at the dock. Tells you not to clone anything you don't have to.
The map
Fourteen on the route, six off it.
A spine you walk left and right, with rooms hanging above and below it. The detours are where the game is: every one of them is optional, and every one costs you minutes you may want later.
Safehouse — Cold radiator. Dylan's map on the wall.
Mechanics
Time and attention, pulling opposite ways.
There is no combat system worth the name and no inventory screen. The whole game is two numbers that both get worse, and the choice of which one to spend.
Thirty minutes, running in real time. It also drops in chunks when you do something risky — a failed badge read costs a full minute on its own.
Rises when you are seen doing something you shouldn't. At six you are picked up and the run ends, wherever you happen to be standing.
Two ways down: wait in the dead tunnel branch, or time Brick's protest so security is looking at a window instead of a monitor. Both cost time you do not get back.
The deck opens the badge. The badge opens the corridor. The corridor holds the drive. The drive makes the archive cabinet worth opening. Skip a link and the chain stops.
The guard in the security wing can be talked down or put down. The game does not lecture you about it — it just changes which ending the evidence can reach.
Endings
Seven ways out.
What you deliver, what you can prove, and who you left standing.
Show the endings and what triggers them
Drive and Crosslink Module delivered together, no witness killed. Boring, procedural, and it sticks.
Delivered without the module, or with a body behind you. The files run, read as a filing error, and die in a week.
Suspicion hit six. Two staffers and a deputy, no shouting. Somebody already knew your face.
The clock ran out. The module leaves the building in a courier bag and nobody stops it.
You took Eric's number in the lobby. It clears before you reach the archive, and the paperwork follows.
You went up to the roof carrying the drive instead of down to the dock. Ash gets it out; you don't.
The early death. Stand in front of the guard without choosing and he decides for you.
Status
What is built, and what isn't.
The playable slice is real and you can finish it. It is not the game the design describes, and the gap is worth being straight about.
Twenty rooms, connected. The full route and every side room, all reachable, all with their own line of description.
The item chain. Deck, badge clone, evidence drive, speaker bridge, Crosslink Module — each one gating the next.
Clock, suspicion and all seven endings. Every outcome is reachable from play, not just declared in an enum.
Dialogue. Three scenes — Ash, Eric, the guard — each a single decision. The branching conversation tree in the design is not there yet.
Stealth. Risk is priced per action rather than modelled. There are no patrol routes, no camera arcs to time, no guard positions to track.
Room detail. One line each. The design wants spaces you can search, not captions.
Save state. Quitting loses the run. Fine for a thirty minute mission, wrong for anything longer.
Sound and haptics. Nothing uses the notification service — no buzz when the deck reads, no tick as the window closes.
Running it
In a browser, or on the hardware.
In the browser
The same C compiled to WebAssembly against an emulated Flipper API. No install, no device.
On a Flipper
It is a normal external app with a standard application.fam. Build it with the firmware toolchain and drop the resulting .fap in apps/Games.