Lightfence logo: a glowing crystal above the word LIGHTFENCE, over a neon grid between violet clouds.

Lightfence. Conquer the grid.
Claim the universe.

A neon arcade game for iPhone, iPad and Apple TV. Cut lines of light across open ground, claim territory, and stay one move ahead of the Snarl, the living storm that hunts your line.

Recorded in-game from the Apple TV version: a moment from each of the ten guardian fights.
Stages
100
Sectors
10
Guardian fights
10
Achievements
100
Endless
∞

How it plays

Draw the line. Take the ground.

Arcade rules, tuned for a modern screen. Every cut is a gamble against something that wants it broken.

  1. Run the border

    Your marker runs the outer edge. Steer into open ground to start a line.

  2. Close the cut

    Reach the border again and you claim the side without the Snarl. No reversing, no crossing your own line, and a line left standing lights a fuse.

  3. Outrun the Snarl

    A storm of living energy that turns toward your open line and lurches without warning. A long cut is never a sure thing.

  4. Chain and charge

    Claims within six seconds chain a combo up to 4×. Close calls and claimed ground fill Overdrive: eight seconds of slowed enemies and double score.

Ten sectors · ten stages each

Ten worlds the Snarl tore dark.

Each sector runs ten stages that twist the rules and the arena: orb rushes, perimeter patrols, swarms, splits, rage chambers, a gauntlet. Then its guardian wakes.

Sector 01

Aqua Reef

A drowned reef of light, waiting for its fish to come home.

Guardian The Tidewarden

  • Marine snow
  • Jellyfish
  • The whale

Sector 02

Crystal Caverns

Caverns of singing crystal, choked with static.

Guardian The Prism Warden

  • Glowing spores
  • Crystals that ring on claims
  • Fireflies

Sector 03

Magma Core

The Grid’s furnace, made the Snarl’s forge.

Guardian The Forge Tyrant

  • Embers and ash
  • Spark lanes
  • Lava plumes

Sector 04

Ice Spires

Towers of frozen light, silent for an age.

Guardian The Hoarfrost

  • Snow at three depths
  • Aurora
  • Falling stars

Sector 05

Neon City

A skyline of dead signs in the rain, patrolled day and night.

Guardian The Neon Sovereign

  • Rain and smog
  • Traffic and skyways
  • Searchlights

Sector 06

Void Horizon

Past the edge of every map, where the stars went out.

Guardian The Void Eye

  • Drifting dust
  • A breathing nebula
  • Falling stars

Sector 07

Chrono Rift

Time runs here in loops and stutters.

Guardian The Chronophage

  • Sand on the wind
  • Hour lights
  • Rift rays

Sector 08

Nebula Maelstrom

The storm where the Snarl was born.

Guardian The Maelstrom

  • Wheeling gas clouds
  • Storm flashes
  • Newborn stars

Sector 09

Eclipse Citadel

The Snarl’s fortress under a held eclipse.

Guardian The Eclipse

  • Bats and gold sparks
  • God rays
  • Fortress windows

Sector 10

Grid Nexus

The heart of the Grid. Take it back.

Guardian Snarl Prime

  • Energy streaming to the core
  • A heartbeat
  • A crown of light

Guardian fights

Fought, not just out-claimed.

Stage ten of every sector is a boss. Every claim drains its health bar, and it fights in a rhythm you can learn.

  1. IdleIt drifts. Your window to cut.
  2. TellIt slows, a ring closes on it, and the attack is named.
  3. AttackVolley, Nova, Charge or Summon.
  4. ExposedIt recovers. Hits land for 1.5×.

Close cuts hit twice as hard

Close your line within reach of a guardian for double damage. A big enough hit staggers it.

Three phases

At two-thirds and one-third health it shifts phase: a longer pattern, shorter tells, less time to breathe.

Ten personalities

The Forge Tyrant leads with charges, the Prism Warden with novas; later guardians mix all four attacks.

Living worlds · music

Wherever you draw a line, the light comes back.

A sector’s ten stages are ten chapters of one restoration. The Snarl’s veil thins with every claim; weather thickens, creatures return, lights come back one by one. The world remembers.

  • Layered, painted worlds. Haze, long lights, weather and life drift at their own depths around the board, leaning as you move.
  • A theme for every sector. Every stage has its own song, and a sector’s ten are variations on one theme that builds toward the guardian.
  • Music that answers you. Drawing plucks notes in key, claims land stingers on the beat, and the arena ripples in time.

Progression

Grow stronger with every claim.

The Light Core

Claims and clears earn XP. Each Core level unlocks the next of ten permanent upgrades.

  1. Overclock+1.5 speed
  2. Amplitude+25% stun
  3. Long Reach+40% orb reach
  4. AegisStart with a shield
  5. Jackpot+15% score
  6. Overcharge+15% score
  7. Phase ShiftPhase dash at start
  8. BulwarkA second shield
  9. Chrono+60% warp time
  10. Vitality+1 life

Five power-ups

One on the board at a time, introduced one by one through the campaign.

  • ShieldAbsorbs a hit.
  • Time WarpEnemies at quarter speed.
  • Black HoleA 3-second stun that clears minis.
  • RepairWins back a life.
  • Phase DashImmune to cuts and bolts.

100 achievements

A collection to chase across the campaign and beyond.

Endless mode

Waves that climb forever. Your score and lives carry from wave to wave.

Platforms & controllers

From your pocket to the big screen.

Lightfence app icon

iPhone & iPad

Drag to steer, tap the pill or two-finger tap for Overdrive, with haptics. Or pair a controller.

Lightfence Apple TV icon

Apple TV 4K

Renders at 4K and 60 fps. The board turns on its side to fill the screen, with the same rules and balance as the phone. Steer with the Siri Remote or a gamepad.

Controls follow the pad in your hand
ControllerSelectBackPauseOverdriveSteer
PlayStation DualSense, DualShock 4✕○Options△D-pad / L-stick
XboxABMenuYD-pad / L-stick
Nintendo Switch Pro, Joy-ConBA+XD-pad / L-stick
MFi and other padsABMenuYD-pad / L-stick
Siri RemoteClickBackPlay/PauseClickSwipe / click ring
TouchTap—Pause buttonTwo-finger tapDrag

Accessibility

Built so everyone can read the board.

Eight colour-vision modes, covering red-green, blue-yellow and monochrome vision, remap the colours you must never confuse (border, trail, the Snarl, hazards, the Nexus) and add shape cues that need no colour at all.

Standard
Red-green
Blue-yellow
Monochrome
Border, the Snarl, hazards and Nexus: the standard look and one mode from each family, in the game’s own colours.

Coming soon to the App Store and Apple TV.

Lightfence for iPhone, iPad and Apple TV.

App Store link coming soon

Questions or press: iantrimble@remnantsecurity.com