So... we did it again.
Neon Cascade is live on itch.io. Right now. You can go play it. Less than a month after shipping Tessara, we've somehow managed to build and release an entirely different game. We're honestly not sure if that makes us productive or insane. Probably both.
If Tessara was a hex-grid strategy game about commanding drones and capturing territory, Neon Cascade is... kind of the opposite of that? It's a physics-driven incremental idle game. Think Peggle crossed with an idle clicker, wrapped in a neon arcade aesthetic that we spent way too many late nights staring at. Balls auto-drop from slots at the top of a peg board, bounce through player-placed pegs, chain explosive combos, and land in collection bins at the bottom. Points become credits. Credits buy upgrades. Upgrades make the board bigger and meaner. The loop never stops, and watching a well-tuned board cascade through a dense peg cluster while the combo counter climbs is... genuinely hypnotic.
There's a lot in here. Twelve peg types, each with unique on-hit effects, Chain pegs that arc lightning to nearby targets, Splitter pegs that fan balls out, Gravity pegs that bend ball trajectories, a Cataclysm peg that detonates the entire board. Seven ball types with different physics behavior. Eight kinds of collection bins. A tension system called FLUX that rewards you for keeping the board on the edge of overloading. Cascade chain combos that build multipliers across consecutive hits. A prestige system called Go Nova with a full 20-node tech tree. Ten original synthwave BGM tracks with a built-in music player. And all of the sound effects are procedurally generated through the Web Audio API, no audio files, just oscillators and math.
The whole thing was built in about three weeks. TypeScript, Vite, Canvas 2D, no external game engine, no physics library. All the collision, bouncing, and ball trajectory is hand-rolled math. Which is either impressive or a cry for help, depending on your perspective. We wrote the full development story over on the Neon Cascade Development Log if you want all the messy details, from the first bouncing ball to the Go Nova cutscene. It's honest, sometimes chaotic, and covers every decision and late-night breakthrough along the way.
Two games shipped in 2026. Two completely different genres. We're not slowing down. We're not sure what's next yet, but we know it'll be something, the creative itch is stronger than ever and we've got a notebook full of ideas that won't leave us alone.
If you play Neon Cascade, we'd genuinely love to hear what you think. Leave a comment on itch.io, tell us what's broken, tell us what's fun. Head over to the game page for everything you need to know, or just go play it.
Thanks for being here. Seriously.
— The LastPlace Games Team