Light 'Em news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak4
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score81% positive
- Total reviews16
- Release dateSep 29, 2025
- DeveloperMina Pêcheux
- PublisherMina Pêcheux
Genres: Casual
Company pages: Developer: Mina PêcheuxPublisher: Mina Pêcheux
Light 'Em Steam news
Light 'Em news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- v1.1.0 - Summer update! - 1 July 2026
Heya all! To celebrate the summer, here's a little update of Light 'Em with 6 new summer-themed constellations ☀️(And by the way, I've also included a few fixes, and the possibility to reset tutorial progress, if you wish to restart it to remind you of the basics.)So if you wanna learn more about the history behind kites, beach balls or ice cream, and draw more cute shapes with stars in the sky, be sure to have a look at the new update! ⭐️
- v0.5.0 - Refactor of the "auto-prod" system - 9 January 2026
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 valueand 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 sta…
- v0.4.3 - Blueprint improvements + Multi-prestige! - 30 December 2025
Heya all! Thanks to everyone's continuing help and feedback, I've fixed a few more bugs, and added some features, in Light 'Em these past few days :)Features Isolated stars: I added a rule to prevent constellations from getting validated if they contain an isolated star (i.e. a star with no links at all). You'll get a warning, and you'll be blocked from validating until every star in your constellation has at least 1 link.Constellation blueprint limits: When completing a constellation blueprint, you'll now have a hard-limit on the number of links you can create. If you try to abuse the system by over-adding links, the game will block you and give you a warning that you're exceeding the expected number of links.Multi-prestige: If you've over-accumulated enough skill points to reboot multiple times in one go, you won't need to go through reboot multiple times anymore. Now:You'll get a lit…
- v0.4.2 - Improvements & fixes - 28 December 2025
Heya all! Thanks to everyone's continuing help and feedback, I've fixed a few more bugs in Light 'Em these past few days :)Refactors Telescope: The price increase of the telescope has been severely softened - i.e. the cost will grow way more slowly, and you'll be able to use the telescope more times before it becomes really expensive. Note: The behaviour of this refactor will be weird for already saved games (since, sadly, the price of using the telescope is saved in the game's file, so it will be the cost from before this update)!Fixes Market & Casino: Both those special features have been fixed to scale with the current autoprod/game state. 1. Instead of giving fixed (way too low!) rewards, the casino will now offer to bet (and consequently gain) money or skill points relative to your current autoproduction and skill points amount. 2. The Market should now properly compute the up/down…
- v0.3.11 - Various Fixes - 6 October 2025
Heya all! Thanks to everyone's continuing help and feedback, I've fixed a few more bugs in Light 'Em these past few days :) Fixes Star upgrades: Fixed the sudden "downgrade" on Pulsars when reaching level 7 + Rebalanced the star powers to get a better evolution curve. Reboot & Market reset: Added a reset of any invested funds in the Galactic Market upon reboot - along with a confirm panel to make sure you don't forget about them :) Blueprints: Now, if you've placed a blueprint but put stars completely outside the indicated spots, the blueprint will be removed and refunded. Load optimisation: Loading levels (in particular large ones) should be faster :) Misc: Other small fixes in UI (especially for French version)
- v0.3.10 - New Blueprint QoL Features + Fixes & Improvements - 2 October 2025
Heya all! Thanks to everyone's continuing feedback, I've fixed/improved yet a few things in Light 'Em this week 😀 Features: When you use the telescope, you can now use the mouse scroll or to rotate it. This can be useful if you need the blueprint to fit in the middle of your existing constellations! Then, once you've placed a constellation blueprint in your sky, you'll be able to zoom in and out on it (again using the mouse scroll or ) to better see the links it contains, in case some spots are too close to each other to be readable. Hopefully, this will make it easier to use the telescope and progress in your codex 😉 There is an option in the game's settings to enable or disable the sky erase on reboot. It will be disabled by default, meaning you'll initially keep all constellations and stars when you reboot, but you can choose to toggle it on to start fresh with a new canvas each ti…
- v0.3.9 - Post-Release Fixes & Improvement! - 29 September 2025
Heya all! Thanks to some cool feedback on Light 'Em since I've published it this morning, I've managed to do a few fixes and improve some stuff. The biggest refactor is that now, you DON'T LOSE your constellations upon reboot! They'll stay in your sky and you'll get to keep working on and around them in your next run :) I've also tried to rebalance a bit the reboot thresholds but since this re-changes things, they might very well some new adjustements required... I'll try my best to work on that, but of course if you've got some new feedback to give me, I'm all ears :) Thank you again to all of you for supporting this project and helping me make it better!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 9 January 2026 | v0.5.0 - Refactor of the "auto-prod" system | 1821288646580620 |
| 2 | 30 December 2025 | v0.4.3 - Blueprint improvements + Multi-prestige! | 1819386365114109 |
| 3 | 28 December 2025 | v0.4.2 - Improvements & fixes | 1819386365112048 |
| 4 | 6 October 2025 | v0.3.11 - Various Fixes | 1811772772602304 |
| 5 | 2 October 2025 | v0.3.10 - New Blueprint QoL Features + Fixes & Improvements | 1811772772470664 |
| 6 | 29 September 2025 | v0.3.9 - Post-Release Fixes & Improvement! | 1811772772374829 |
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
