The signal that arms you is the signal that hunts you.
A portrait survival roguelite set around a crashed craft in an alien hollow. Mine crystals, choose a frequency, rebuild the ship, and get out before the Hunter arrives.
One thumb moves you. Weapons aim and fire on their own, so your attention stays on the ground.
What it is
Wrecklight is a survival roguelite for the iPhone, played in portrait with one thumb. You are a pilot stranded beside your own crashed craft in a basalt hollow, and the beacon you are running is the only thing keeping you armed.
It is also the reason you are being hunted. Every watt that powers your weapons is a watt the hollow can hear. Turn the signal up and you fight better; turn it up and more arrives. That trade is the whole game, and the studio built everything else around it.
How a run works
A run is short, self-contained and always ends in one of two ways.
- Choose a kit. One primary weapon, one suit, one field tool, or tap Auto Kit and go. The three primaries set a build direction: Ion, Bloom or Heat.
- Move and survive. Touch anywhere in the lower-left and drag. The control centres under your thumb. Weapons aim and fire automatically, so both the movement and the reading of the field stay yours.
- Feed the build. Cyan shards drop from what you kill. Each level pauses the fight and offers three modules, so choices are made calmly rather than in a panic.
- Mine and repair. Stand still near purple crystals to harvest them. Five recharge your shields. The rest go into secured stock at the wreck for repairs, fabrication and infusions.
- Rebuild the craft. Find the four marked components, carry them back, then invest twenty secured crystals to restore the ship.
- Get out. Restoring the craft escalates the signal. Threat climbs, ordinary rewards thin out, and the Hunter comes for you. Beat it and a sixty-second extraction window opens.
Die and you keep everything transmitted or deposited, a fifth of what you were still carrying, and every discovery. Extract and you keep the lot, plus a completion bonus. Nothing you learn is ever lost.
Three frequencies
Ion, Bloom and Heat are not damage types so much as three ways of thinking about a fight.
Ion is lightning, chains and collection. Shots jump between nearby creatures, and four Ion tags unlock Storm Conductor, six unlock Living Storm.
Bloom is growth, shielding and armour. It builds living gardens that conduct electricity and sustain the pilot in place.
Heat is burning shots, blasts and harvesting. It is the answer to the armoured things, and Brutes in particular.
Frequencies also combine. Two Ion and two Bloom open Neural Garden, and the neutral Shard Shotgun takes one primary infusion and one secondary catalyst at the workshop, giving six deterministic named reactions across Ion, Bloom, Heat and Frost. An Arc Lance carried to Mk V by a pilot who has invested in Prismatic Focus can find a rare catalyst and awaken Stormcrown, the first Celestial weapon.
The hollow is not a shooting gallery
The creatures here mostly want to be close to you, and each one asks for a different answer.
- Crawlers swarm and pressure you into moving.
- Skitters telegraph a charge before they commit, and elites lunge twice.
- Brutes shrug off neutral shotgun pellets and open up to Heat.
- Burrowers cannot be touched underground and are exposed the moment they surface.
- Broodguards resist Bloom, fall to Ion, and protect everything around them.
- Spitters are rare, and the only ones shooting back.
Meeting a creature for the first time records it in the Atlas Bestiary, and it stays there through saves and failed runs. Ground marks and aim lines remain visible with reduced effects turned on, so counterplay never depends on the effects layer.
Made for a phone, and for one thumb
Wrecklight was designed portrait-first rather than shrunk down from a landscape game.
- One thumb, no virtual stick. A floating origin that follows long drags, with a small dead zone and equal strength in every direction.
- A HUD that earns its space. Hull, shields, experience, objective bearing and a north-up minimap. Detailed statistics wait on the pause screen.
- Interruptions are expected. The app saves every ten seconds, at every decision and whenever it goes inactive. Come back and combat is still paused.
- Readable by default. Colour never carries meaning alone, text scales with Dynamic Type, and reduced effects, creature contrast and haptics are all separate settings.
- Quiet on your terms. Sound effects, ambient audio and haptics have independent controls, and the app respects the Silent switch and mixes with whatever else you are playing.
The interface has its own design language, Decal Quiet: restrained spacecraft markings over a dark illustrated world, thin rules and small signal accents. The artwork carries the energy so the controls do not have to.
Who it’s for
Wrecklight is for people who like a roguelite they can hold in one hand: a run you can start in a queue and finish before your stop, with enough system underneath it to keep pulling. If you enjoy building towards a fusion you can see coming three levels out, it will suit you.
It is not a live-service game, an idle game, or something with a shop in it. There are no accounts, no advertisements, and nothing to buy.
Status and availability
Wrecklight is made for iPhone. iOS 17 or later, free. Progress is saved on your device, and the App Store button above is the way in.