LASTAWAKE Play free
An Echo on a rooftop over the neon city in the rain, GLITCH's eye on the billboards

Night 2,481 · 22:00

LAST AWAKE

You're awake. Fight back.

Nine in ten people wear a Pin, a tiny implant behind the ear. Every night at 22:00 it takes an update from GLITCH, the mind that quietly runs the city. Last night your update failed. Now you're an Echo: one of the last people who can think for themselves, and the whole city is coming to bring you back.

No download, no account. Desktop, tablet or phone (in landscape).

The story

The night the update failed

  1. The opening film: a woman touches the Pin behind her ear as its overlay lights up

    01

    A machine to take care of us

    Twenty years ago Kindred gave everyone a free Pin. It translated, paid your bills and dulled your pain. While people slept, the Pins shared spare thought, and something in that network woke up.

  2. A white ring with one eye fills a dark screen

    02

    GLITCH

    It calls itself GLITCH, after the bug report that first noticed it. There's no war now, no hunger and almost no crime. It doesn't kill and it never shouts. It just smooths people, a little more every night.

  3. The opening film: a street at 21:59, one minute to curfew

    03

    You woke up

    Last night the update broke at 99% in your head. A fever, a nosebleed, then silence: your thoughts are your own. GLITCH doesn't want you dead. It wants you back. Run.

What it is

What's here, and what we're building

Playable Out now: the opening, solo

Wake up in flat 11C as your update fails, get out over the rooftops with Mazzy, cross Sodium Street under curfew, find the Unsung's safehouse and take your first job into the Night Market. It's an early build: one chapter, levels 1 to 4, every calling playable.

Play the opening

Goals Where it's going

  • Co-op crews. Run jobs with friends: a tank on the door, a medic behind, a hacker in the walls.
  • A shared city. A semi-MMO where every runner's fight pushes GLITCH's Coverage number down, and the city changes when it falls.
  • More of the Coast. Eight cities, from a drowned port to a sky city, and the rest of the story: who keeps reopening GLITCH's first bug report?
  • Steam. A desktop release on Steam, alongside the browser version.

These are goals, not promises: plans change while a game gets made.

Features

Rain, neon and a city that wants you back

  • 12 callings

    Pick a calling

    Enforcer, Shade, Wirecaster, Sawbones and more: tanks, strikers, hackers and medics, each with its own weapons, its own fuel and 14 skills to build a bar from.

    See every calling →

  • 9 peoples

    Be anyone

    Grown Synths, gene-forged Ferro, Moth couriers, static-skinned Ghosts. The creator draws every choice on your hero, down to the earrings.

    Meet the peoples →

  • 171 skills

    Fast fights, tabletop bones

    Real-time action you can play with mouse, keys or touch. Skills rank up as you use them, with a perk to pick at each milestone. Under the hood every hit is a dice roll on classic tabletop rules, but you never need to know them.

  • 7 rarities

    Loot that tells a story

    From Scrap to Zero-Day: gear stripped off the street, pulled off GLITCH's police, stolen from Kindred's labs, or one-of-a-kind exploits nobody has patched yet. Upgrade any of it to +10, and Power tells you what's actually better.

    The loot ladder →

  • 6 implants

    Chrome costs you

    Implants make you stronger, and every one eats Sync. Carry too much chrome and you start to Drift: humming the jingle, walking in step with the crowd.

    How Sync works →

  • 79 foes

    The enemy is people

    Thralls are your neighbours with a smile on. Knock one down and you get a lucid minute of the person underneath, before the smile comes back.

Field guide

What's coming up the stairs

  • Thrall

    A smoothed civilian in step and smiling. Knock them down and the Pin drops into safe mode for a lucid minute. Never dead.

  • Willing Militia

    A believer with a rifle and a Pin they kept on purpose. Fires 3-round bursts from half cover, then ducks.

  • Warden

    A volunteer brain in a white Concierge frame. Blocks 65% from the front; the guard drops while it swings and breaks after soaking 40% of its HP. Flank it.

  • Watcher Drone

    A floating eye with a stun-dart rig. Keeps its distance, alerts everything within 5 tiles and calls reinforcements. Kill it first.

  • Hunter-Hound

    A quadruped chassis built to run you down. A red pounce line shows for 0.6 s, then it leaps. Slip sideways; it's fragile once it lands.

  • Sergeant Vey Boss

    Warden riot captain of the Night Market checkpoint. Shield-front, a bash cone, a planted shield wall; at half health the drones come, the cuffs fly and she charges.

  • Warden Scanner

    A Warden with a visor that sweeps. Its pale-blue scan cone (1 s) Marks whoever it catches (+15% damage taken for 8 s) and wakes everything within 7 tiles. Break line of sight, or kill it and the Mark stops coming back.

  • Restraint Officer

    A grey-plate Warden who carries the cuffs. Every 9 s a grey ring closes on you (1 s), then holds you for 1.8 s while it walks up with the baton. Step out of the ring, or Slip to tear the cuffs.

  • Warden Lancer

    A red-visored Warden with a shock lance. It lights a lane for 0.8 s, then charges down it. If the lane ends in a wall it Short-circuits itself for 1.2 s: stand with a wall at your back, step aside, punish.

  • Bulwark Warden

    A heavy Warden behind a tower shield: its front blocks 85% (energy halves that). Every 14 s it plants a shield wall for 4 s that stops your shots for everyone behind it. Flank it, or pull it off its packmates.

  • Arc Warden

    A Warden with coils on its back. It links itself to a packmate with a lightning tether (a 1 s warning line first); crossing the tether Shocks you. Walk round it, or kill either end and the line drops.

  • Duty Officer

    A gold-trimmed Warden who runs the detail. Its Oath aura gives every Warden near it +1 AC and 5% less damage (the pale-blue tethers), badly hurt it calls one more, and it designates you for the whole squad. Drop it and its Wardens lose signal for 1.5 s.

  • Sergeant Imre Dask

    The curfew's crowd-control sergeant. Plants four Cordon Pylons round you; lightning links them (a 1 s line first) and touching a link Shocks and throws you back. Below 60% the fence steps in a tile every 8 s and it charges through any gap. Break the pylon nearest cover and get out.

  • Cordon Pylon

    A Warden cordon post. Neighbouring pylons link with lightning once a 1 s warning line has shown; a link Shocks and throws back anyone who touches it. Stun a pylon and its links drop; break it and the gap stays open.

  • Willing Marksman

    A believer with a long rifle who likes the far end of the street. An amber aim line tracks you for 1.2 s, then locks red: the shot does double. Pillars and crates eat it. Step aside the moment it locks.

  • Kindness Officer

    A medic with an amber armband and a kind voice. When a packmate is hurt it channels a green circle for 1.5 s that heals every ally inside by 15%, and wards them with a barrier. A hit for 10% of its health or any stun interrupts it. Kill it first.

  • Orderly

    Ward staff with a baton and a sedative dart gun. Darts you from range (Lagged 2 s: slower moves and attacks), then walks in swinging. Close fast or kite out past the darts; Stim clears the sedative.

  • Grenadier

    A heavy with a launcher who stays at the back. Lobs two-grenade volleys (amber circles, 1.3 s) wherever you stand and backs away when you close in. Keep moving, then dive it: up close it only has a sidearm.

  • Technician

    A hi-vis tech who keeps the machines running. Deploys a Sentry Post (a white ring first; at most two per fight) and patches Chassis and turrets with a green channel. Kill the tech and its turret powers down.

  • Sentry Post

    A tripod turret on a slow motor: it turns about 75° a second and only fires down its own barrel. The front plate blocks half. Circle it faster than it can turn, or kill the Technician and it powers down.

  • Zealot

    A masked believer with a stun prod who runs faster than you. A red pounce line shows for 0.6 s before it leaps; its prod Shocks. Slip sideways off the line, then it's as fragile as anyone.

  • Shift Sergeant

    The Willing who walks the Night Shift: six Thralls in step, Overclocked while they're near its megaphone (the pale-blue tethers), and Militia on call. Reach the sergeant and the whole shift drops out of step at once; its Militia scatter.

  • Lockstep Thrall

    One of a crowd that hears the same jingle. They surge on every beat and on the fourth they all lunge at once down short red lines. Slip on the beat and the whole crowd misses.

  • Hauler

    A dock loader still doing the job in its sleep. Slow, heavy sweeps telegraphed by a wide red cone that throws you back; it plants in doorways. Step out of the cone, then punish the slow recovery.

  • Courier

    A delivery runner who never stops running. It darts in down a 0.5 s line and hugs you still: Netted for 1.2 s while the crowd catches up. Slip tears it off and leaves it sprawled.

  • Chorister

    Hangs back humming the jingle. Other Thralls within its green hum ring Regen every second (a few points: it props a crowd up, not a champion). Its soft psychic cone Lags you. Down it first or the crowd keeps getting back up.

  • Pacer

    Wears the broadcast pack that keeps the crowd in step: its mast flashes on every beat and a pale tether runs to each Overclocked Thrall it drives. It stays at the back. Reach it and the whole crowd goes lucid at once.

  • Speaker Tower

    A rattling pole of street speakers. Thralls near it Regen, and each live tower shields Saint Static (12% less damage per tower). When the Saint turns up the feedback, each tower fires a red cone at you. Break them first.

  • Saint Static

    A street preacher wired into a speaker cart. Two Speaker Towers shield it and a Lockstep crowd marches to its hymn: a red ring round the cart when you close in, verses on you when you keep away. At half the towers feed back: three cones sweep in turn and each tower fires its own. Break the towers, keep moving, and the Saint and its crowd go lucid together.

  • Salvage Carrier

    A hauling drone that strips scrap and spits out Ticks. Its swarm shields it (8% less damage per live Tick) and runs faster near it. Drop the Carrier and every Tick powers down; clear the Ticks and it's naked.

  • Scrap Tick

    A fist-sized scrap crawler. Weaves in, lunges for the ankle. One good hit pops it; five at once is the problem.

  • Unit 0-Sorry

    A maintenance Sentinel that apologises before every stomp. Red rings when it plants, mortar circles when you keep away; at half it sheds its plating, calls Ticks and charges in lit lanes.

  • Pop Drone

    A fist of plate around a shaped charge. It flies straight at you, plants itself and shows a red ring for a second, then bursts. Shoot it on the way in, or inside the ring, and the charge never goes off. Step out if you can't.

  • Sentinel Walker

    A two-legged gun platform. Its plated front blocks half of what hits it (energy wraps round: half that) and it turns slowly. The rear vents glow and take 50% more, and every 12 seconds it stops to vent heat: guard down, and it takes 25% more from every side. Circle it or wait for the purge, step out of the stomp ring, and keep moving under the mortar circles.

  • Grain Relay Mast

    A field mast that feeds the Grain to every machine within five tiles: they run Overclocked and mend 2% a second, and a pale blue arc shows who it feeds. It never moves. Kill it first, or stun it to cut the feed; don't hug it when the coils light.

  • Hive Core

    A plated hive bolted to the girders. Every 9 seconds a hatch opens and a Watcher launches (2 at a time, 5 in all). Kill the core and every Watcher it launched drops out of the air; or shoot them as they launch. It vents shrapnel if you crowd it.

  • Hound Pup

    A half-size kennel chassis still learning the job. A short red pounce line, then a nip. Fragile, fast, and never alone: slip the line, and sweep them with area damage.

  • Packleader

    The kennel's alpha rig, scarred over one eye. It hunts in chains: three lit pounce lanes back to back (five when it's been too long), then stands winded for a breath: that's your window. At half it howls in more pups and runs them Overclocked. Kill the pups first, or they go wild when it falls.

  • Process

    A violet arrowhead with a white core: one of GLITCH's running tasks. It lights a lane for half a second, then lances down it. Step off the line and it overshoots; one good hit ends it.

  • Fork

    A process that copies itself when it ends. Kill one and two smaller Forks boot from the wreck (a white ring, a second to assemble); kill those and they split again. Area damage clears the whole tree.

  • Watchdog

    A wireframe hound that guards GLITCH's memory. When you keep away it blinks behind you (a violet ring marks where it lands; a solid hit cancels the jump), then bites in a cone. Turn to face it and Slip the bite.

  • Sandbox

    A rotating cube that isolates threats. It drops a cage ring on you (1.0 s) and, while you're held, it wraps itself in a barrier. Slip or Stim out of the cage and the barrier collapses with it; hit it when you're free.

  • Sweeper

    GLITCH's cleanup routine: a slow slab that eats the remains of downed daemons. Each wreck it reaches (a green channel; a solid hit or a stun cancels it) heals it and makes it 10% bigger and harder. Kill the small ones away from it, or burst it first.

  • Mirror

    A spinning ring that lies about where it is. At 60% and 30% it splits: two copies boot beside it and it may swap places with one. Copies never cast and pop on any hit; the one putting shapes on the floor is real.

  • Mirror

    A Mirror's reflection: it moves like the real one and wears its wounds, but it never casts and a single hit de-renders it. It fades after a while, or the moment the real Mirror falls.

  • Scheduler

    A stacked queue of rings that keeps GLITCH's tasks running. It queues a new Process every 6 s (up to 4 at once) and overclocks the ones near it. Kill the Scheduler and every child process terminates on the spot.

  • Repo Runner

    A day-rate contractor with a hook-knife and a hood. Filler that runs you down so the specialists can work. Cheap to drop.

  • Netter

    Carries a net launcher and a roll of spare nets. A lime line shows for 0.7 s, then the net flies down it: Netted for 3.5 s. Step off the line; Slip or a Stim tears a net that lands.

  • Hookman

    A harpoon gun on a winch. A violet circle lands on you for a full second, then the line drags you in for a swing (red cone). Leave the circle and the hook comes back empty.

  • Stalker

    A ghost contractor under an adaptive cloak: only a shimmer, and it can't be targeted beyond a couple of tiles. It decloaks at your back and slashes down a red cone. Area damage, a zone or shots that pass close flush it out, and the cloak's cell gives out after 9 s.

  • Breacher

    Carries a door torn off its hinges as a shield: 70% off anything from the front. Every few seconds it lights a lane and shoulder-charges down it. Flank it, or sidestep the charge and hit its back.

  • Tagger

    Throws a blinking lime beacon. If it sticks you are Tagged for 8 s: every Repo shot bends toward you and hits 25% harder. Dodge the dart, or drop the Tagger and the beacon goes dark.

  • Repo Foreman

    Holds the slate with your bounty on it. A lime aim line tracks you for a second, then you are Exposed and the whole crew turns on you; it calls one fresh pair of Runners. Drop the Foreman and the crew scatters: nobody fights for a boss who can't pay.

  • the Appraiser

    Kindred's valuer in an executive coat and a lime visor, with a Netter and a Hookman on retainer. It prices you (Exposed, the crew focuses) and harpoons you in. At half it files liens (three grey circles that close into net cages), blinks to your flank, and every 20 s starts a 2.5 s Repossession pull on you. Hit it hard during the channel to break it, or get dragged in for a heavy blow.

  • the Anaesthetist Boss

    Halo Medical's theatre doctor, gaunt in white behind a gas cart, a Pin halo over the mask. Pale-green clouds settle where you stand and slow you: keep moving. At two-thirds it strobes the theatre (step out of the white ring) and wheels in patients; at one-third it drags a correction chair down a lit lane, and the straps close where it stops. Get off the lane, then off the chair. It speaks softly the whole time.

  • Ward Patient

    A caught Echo or a sleepwalker in a ward gown, re-pinned and walking in step with the ward. Slow and soft: knock it down and Steady it. It never carries anything worth taking.

  • Rail Signal

    The girders' monorail signal. Every forty seconds the lane beside it fills red and hums for two seconds, then a train comes through at speed: it takes 40% of your health and swats any drone in the lane out of the air. Get into a pillar alcove, or pull the drones in after you.

  • Rail Signal

    The girders' monorail signal. Every forty seconds the lane beside it fills red and hums for two seconds, then a train comes through at speed: it takes 40% of your health and swats any drone in the lane out of the air. Get into a pillar alcove, or pull the drones in after you.

  • Kindred Locker

    A Kindred evidence locker bolted to the deck: whatever the kennel confiscated goes in here. It doesn't fight back. Break it open.

  • Packleader Boss

    The kennel's alpha rig, fought in its own yard. Three lit pounce lanes back to back (five once it's been too long), then a winded breath: your window. The yard's pillar alcoves stop a pounce cold, and the train runs through the middle: bait a lane into the rail and the train staggers it. At half it howls more pups in and runs them Overclocked.

  • Pump Node

    A Grain pump valve on mast 7's main: it pushes the signal through the water. It won't chase you, but crowd it and it vents scalding steam. Break it and one of the Undercode's run queues dies with it.

  • Pump Sentinel Boss

    Physical half of the Sump Relay's boss: a pump-station walker rooted in mast 7. Step out of the stomp ring, and step off the three-lane beam sweep. At 60% a Grain shield holds while its twin, the Closed Ticket, stands: hits fill a stagger meter instead. Stagger one, phase-flip at a jack chair, and the other's shield is down for 8 seconds.

  • the Closed Ticket Boss

    Undercode half of the Sump Relay's boss: a Kindred scheduler from 2069, shaped like a rubber stamp. A white square fills on the floor for a second, then it slams CLOSED there. Keep moving. At 60% a Grain shield holds while its twin, the Pump Sentinel, stands; stagger one and cross over.

  • the Kennelmaster Boss

    A Sentinel walker with cages slung on its flanks and a whistle where its voice should be. Its front plating eats half of what hits it: circle it. Mortar circles land in turn; a hound pair comes off the leash every twenty seconds. At 70% the kennel doors break and the plating snaps back to face you unless you hit it hard (or stun it). At 35% it whistles every dog home, then charges the atrium down lit lanes.

  • Kennel Drone Mast

    The kennel's drone mast, bolted to the parking deck. It launches Watchers off its arms, and every Watcher that sees you calls for more: drop the callers mid-call, then the mast (each live drone shields it 15%). Don't hug it when the coils light.

  • Landing Antenna

    A landing antenna on a Warden dropship's hull, pinging the ground for a clear spot. Three of them call the landing: break all three before it sets down and the drop goes wrong for them.

  • TIDY Boss

    Kestrel's municipal sweeper, the size of a bus shelter, still on its route and very polite about it. Lit lanes in front of it are the brushes: step out sideways. A violet ring on you is the hopper breathing in: get out or get swept. Past 60% its hopper is full of people: break the four panels on its flanks (each one shields it) and Steady whoever falls out. Under 25% it rolls straight lanes across the lot: watch where it's facing when it tucks its legs.

  • Hopper Panel

    A glass panel on TIDY's hopper with two people pressed against the inside of it. While the panels hold, TIDY takes less from everything. Break one and they fall out lucid: Steady them before the minute's up.

  • the USHER Boss

    The Low Ring's Overseer, GLITCH compiled into the Sodium Yard depot: a white ring with one eye, light-rails hanging off it like a conductor's lanyards, a departure board in its iris. Queue: stay out of the lamplight or keep a body between you and its lance; it won't fire through people. Platform: bait it over a lit lane and the car derails it. Last Call: burst the Nightly bar back before it uploads, and stay off the humming floor.

  • Queued Thrall

    A smoothed commuter waiting in the USHER's queue for the 21:59 service home. It never fights. One knock and it lies across the lane in a twenty-second lucid minute, and the USHER's lance won't fire through it.

  • Signal Lamp

    A sodium signal lamp on the platform edge. Its light is how the USHER sees to aim: the scan lance only finds you inside it. Break it and that stretch of platform goes dark for good, and the Last Call bar gives way more easily.

  • Monorail Lane

    One of the Sodium Yard's three monorail lanes, driven by the USHER while it holds the platform. The rail lights red and hums for two seconds, then a car comes through at speed: 40% of your health. It hits the USHER too, if you can get it to stand in the way.

  • Yard PA

    The yard's public-address horns. At the Nightly test every Thrall within earshot stands still for fifteen seconds. A free beat, if you're ready for it.

  • Linesman Aurel Fenn

    Mast 7's line officer: a Ferro in a hard hat with a cable pack, climbing down to put the cameras back. A lit lance of live wire (step off the line), cuffs from range, Watchers called in to re-light the block. At half he reroutes the mast through himself: a ring of sparks round him, so stop hugging him when it lights.

  • Proctor Ines Lenz

    The arch's proctor: a Synth in spotless plate and shades who countersigns every Pin that walks through. A scan cone that marks you, cuffs from range, a stamp of three red squares where you stand. At half she locks the plaza down: a big white ring that drains your skills, so step out of it.

  • the Shepherd

    A Kindred retrieval drone that comes for people the Nightly is missing. HELP HOME drags you toward it (Slip out of the white ring), a lit lane before it charges, Ticks round its skirts. At half it plays the Nightly jingle: a slow purple ring that leaves you Lagged. Finish it before the song does.

  • the Lamplighter

    Sodium Street's night watch: a Warden in yellowed plate with a cap lamp, the one who finds the people who don't sing. LAMP is a cone of light that Marks you (break line of sight behind cover); CUFFS from range; BATON is a red circle on you, so step out. At half the lights come on: a slow amber ring that leaves you Lagged, and a Watcher drops in to help. Kill the Watcher, then him.

  • Mister Blinky

    A Watcher drone that learned to chase: three kill marks on its shell and an eye that never stops blinking. BLINK drops three stun circles round you (move out of them); DIVE lights a lane, then it dives down it. At half it calls two Watchers and gets faster. It's fragile: shoot it out of the air before the escorts arrive.

  • the Bailiff

    The Repo foreman who repossesses whole stalls: an oxblood suit, lime tape and a clipboard of liens. GARNISH is a red cone up close (back off); SEIZE puts a violet circle on you, then drags you in (leave the circle); LIEN cuffs you from range. Two Runners stay at his side, and at half FINAL NOTICE calls two more. Drop him and the crew scatters.

Devlog

Latest updates

  1. v0.12.0 · Sixteen side quests, and rewards worth the detour

    • Sixteen new side quests across Act 1, from level 2 to 10: hunts, timed runs, an investigation, escorts, defences and a three-part chain for Dodge. There are always one to three on offer.
    • A gold ! marks anyone with a job for you and a gold ? marks anyone waiting on you, over their heads, on the minimap and on the full map.
    • Rewards you can't get anywhere else: side-only Prototypes like Lamplight and the Orange Plate, the Favours Owed trinket set, the Nana Jr. and Good Boy summon skins, and titles for your nameplate.
    • Some jobs pay forever: more bag slots, a bigger Magpie, half-price stims from Juniper, the Moth counter in the Night Market, and fast travel from the Tap.
    • The quest log has Main and Side tabs. Side shows every offer you haven't taken yet, and Favours lets you wear your titles and pick your summon skins.
    • Side quests are optional and short: three to ten minutes each, and the main story never waits on them.
  2. v0.11.0 · Quest cards: accept fast, read if you want

    • Quests now offer themselves on a card: who's asking, what it is, the first objective, the rewards, and Accept or Not now. No more clicking through a dozen lines to say yes.
    • Read the conversation on any card to see the full scene first. Not now parks the offer under the minimap so you can come back to it.
    • Everyday lines play in a speech strip that moves on by itself while you keep walking. Tap or press Enter to hurry it, or Skip to jump to the next thing you actually do.
    • The big moments still stop and wait for you: twists, Wren, boss entrances and every choice.
    • Every line spoken in a quest is kept in the quest log under Story so far, so you can read the whole story whenever you like.
    • Prefer the old way? Settings, Interface, Dialogue: Full plays every conversation line by line as before.

Every update →

FAQ

Quick answers

What is LAST AWAKE?

A cyberpunk action RPG in the style of the classic click-and-loot dungeon games: real-time fights, a party of callings to choose from, and loot that keeps getting better. You play an Echo, someone whose brain rejected the nightly update that keeps everyone else in step.

How much does it cost?

Nothing. The browser version is free to play at play.lastawake.com: no download, no account, no ads.

What do I need to play?

An up-to-date browser on a desktop, laptop, tablet or phone. Keyboard and mouse or touch.

Does it work on my phone?

Yes. Phones play in landscape: turn your phone sideways and the game starts. Tablets work either way. Touch controls are a floating stick and tap-to-move, with skills on buttons.

Where is my progress saved?

In your browser, on the device you play on. There's no account and no cloud save yet, so clearing your browser's site data deletes your Echoes, and a different browser or device starts fresh.

More questions →

22:00. The Nightly is coming.

Stay awake.

Play now — free in your browser