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.

Ash

Ashley

Support and exposition. Takes the window seat, orders two coffees, and tells you which floor is a decoy.

Brick

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.

Eric

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.

Dylan

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.

Main route Side room Hover a room to read it

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.

Mission clock

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.

Suspicion

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.

Cooling off

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.

Carrying

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.

Witnesses

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
It holds

Drive and Crosslink Module delivered together, no witness killed. Boring, procedural, and it sticks.

Buried

Delivered without the module, or with a body behind you. The files run, read as a filing error, and die in a week.

Picked up

Suspicion hit six. Two staffers and a deputy, no shouting. Somebody already knew your face.

Too late

The clock ran out. The module leaves the building in a courier bag and nobody stops it.

Paid

You took Eric's number in the lobby. It clears before you reach the archive, and the paperwork follows.

Static

You went up to the roof carrying the drive instead of down to the dock. Ash gets it out; you don't.

Stopped

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.

Built

Twenty rooms, connected. The full route and every side room, all reachable, all with their own line of description.

Built

The item chain. Deck, badge clone, evidence drive, speaker bridge, Crosslink Module — each one gating the next.

Built

Clock, suspicion and all seven endings. Every outcome is reachable from play, not just declared in an enum.

Partial

Dialogue. Three scenes — Ash, Eric, the guard — each a single decision. The branching conversation tree in the design is not there yet.

Partial

Stealth. Risk is priced per action rather than modelled. There are no patrol routes, no camera arcs to time, no guard positions to track.

Not yet

Room detail. One line each. The design wants spaces you can search, not captions.

Not yet

Save state. Quitting loses the run. Fine for a thirty minute mission, wrong for anything longer.

Not yet

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.

Play it

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.