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The swarm has taken every other world. This is the last one with anything living on it, and it is yours to hold. Swarmfall is a planet-defense roguelike where the shooting takes care of itself. Your turrets acquire and fire on their own. You never aim, never tap a target. Every decision that matters happens in a menu, under pressure, while the swarm closes in. LEVEL UP, CHOOSE ONE Kills feed experience. Every level deals a hand of cards and takes one: a new turret, a planet upgrade, or a synergy that rewires how the whole build behaves. Deep Roots makes anything latched onto the planet take triple damage from every source. Living Mantle regrows the ground under you. The dive you get is the dive you drafted. EIGHT GUNS ON THE RIM The Reef Lance locks one target and ramps to 2.6x the longer it holds. The Ember Spitter lobs shells that detonate and leave survivors burning. The Tide Coil chains arc bolts through anything that clusters. The Spore Launcher sends homing seekers that pick their own victims. The Shard Battery shreds at point blank and nowhere else. The Blight Garden plants a rot that leaps to whoever stood nearby when its host dies. The Tide Anchor rings like a struck bell and slows everything its wave passes through. The Rime Lattice stacks cold until a body hard freezes, and a heavy hit shatters it into everything around it. EIGHTEEN EVOLUTIONS Raise a turret to level 2 with the right partner mounted and the two fuse. Reef Lance and Ember Spitter become the SOLAR LANCE, a beam that sets its victims on fire. Ember Spitter and Spore Launcher become the BROODFIRE MORTAR, artillery that releases seeker drones on impact and cleans up after itself. Finding them is most of the game. BANK IT, OR PUSH Half of every haul is at risk until you get it out. Extract whenever you choose and you bank every credit. Die down there and the deep keeps half. Kill a monarch and it pays a bounty and knits 30% of your planet back together, and the next wave is already coming. No other decision in the game costs as much. A SWARM THAT CLOSES IN Thirteen creatures, from cinder mites up to the Deep Mother herself, drawn in bioluminescent deep-water dark. Elites rise wearing afflictions: Veiled, Frenzied, Gorged, Budding, Weeping, and the first of each in a dive is called out the moment it surfaces. Everything resists one damage family and folds to another, and the briefing shows which for everything you have already killed. The swarm reveals itself a species at a time and comes at you from wider angles as the dive goes on: one front, then an arc, then a pincer, then a full ring. Telegraphed, never cheap. THE DESCENT Clear the dark and it gets darker. Eight depths each add one permanent modifier as you unlock them. The mantle holds less life. The swarm moves faster. Monarchs rise in pairs. Elites carry two afflictions at once. The swarm's numbers swell by a third. How deep you can still hold is the real score. EVERY DIVE COUNTS Turrets unlock through lifetime kills, never purchases. Daily directives pay out for specific work: burn down 150 fire-family creatures, hold the line to 6:00, slay a Deep Mother. Records keep your season. The bestiary fills in as you meet what is down there. NOTHING BETWEEN YOU AND THE GAME No ads. No in-app purchases. No energy timers. No account, no login, no server. Swarmfall never touches the internet and collects nothing about you. Your save lives on your device and nowhere else. Under a quarter mantle, every gun on the rim opens up at once. Last Stand is not something you buy. It is the world screaming.
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