Create stars, build constellations and expand throughout the space void in this scifi-themed idle game. 'Cause yeah: in the purest clicker tradition, Light 'Em is all about gathering star energy... to keep on making more!
Unlock new star types and features or just watch your stellar empire thrive
Discover the real 80+ constellations or invent your very own
Unlock exclusive features via the skill tree, like the Galactic Market or the Space Casino!
And reboot the whole universe to continue your journey...
So - ready to dive in, astronomer?
Discover real-life constellations...
Ever wanted to learn the shapes of the night sky? With Light 'Em, you'll get to explore and learn the 80+ official constellations at your own pace - while learning the most common stories behind each one!
All the constellations you've discovered will be stored in your Codex - so: can you get them all?
... or make up your own!
Light 'Em will also allow you to draw your very own constellations! If your current star group exceeds some (upgradable) thresholds but doesn't match the shape of a real constellation, then it will auto-validate with an arbitrary name. But don't worry: you can also rename it to your liking :)
Boost your astronomer skills
Feeling stuck, and unsure how to find new constellations or get more stellar energy? Don't forget that rebooting gives you access to the skill tree, where you can buy new talents to progress further and faster...
Heya all! Thanks to everyone\'s continuing help and feedback, I\'ve done a new update for Light \'Em to (try and? ^^) improve the auto-prod system for the 6 star types.
My two main goals with this update were:
to fix the bug that occurred around LVL 175-176 of rate upgrade and caused the auto-prod of the star type to sink back to a lower value
[/*]and to make auto-prod more interesting overall (since up til now, active prod was usually way more useful, unless you had very specific skill tree upgrades + run bonuses)
[/*]
To that end, I\'ve decided to refactor the auto-prod system as follows.
Starting from v0.5.0, instead of having an \"auto-prod rate\" that is then transformed into a per-second auto-prod amount, I\'ve decided to use an \"auto-prod multiplier\".
So, basically, now, the auto-prod value of a star type is computed from its active prod, just multiplied by a factor. Upgrading the \"auto-prod\" of a star type grows this multiplier, gradually making the auto-prod value closer and closer to the active prod value... until it even outgrows it and you start to super-boost your auto-production! :)
[u]Full disclosure:[/u] I\'ve tried to test this new system as much as possible but, as usual, balancing everything is kinda hard - so I\'d love to get your opinion / feedback / advice on whether you think the current balance is OK, or where it could be improved!
Minimum Setup
- Processor: x86_32 CPU with SSE2 instructions. x86_64 CPU. ARMv7 or ARMv8 CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated graphics with full Vulkan 1.0 support
- Storage: 100 MB available space
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