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Greeb is coming for the Grid, and you are the firewall.
Released 12 Oct 2026
Greeb is coming for the Grid, and you are the firewall. Blast waves of cyber-threats out of the sky, draft upgrades between cycles, out-hack the boss in a rhythm duel, and hold the line as long as you can. Endless score-attack arcade defense with four difficulties and 42 achievements.
Developed by Lerk Interactive Studio · Published by Lerk Interactive Studio
The Last Byte: Serv-Bots Firewall has no reviews yet!
ou are Serv-Bot, the last line between Greeb and the data towers.
Threats rain down on the six towers you guard. Aim, fire, and detonate bursts that wipe out whole clusters at once; chain kills for combo bonuses, but watch your ammo, because every launcher has limited charges and a reload means a gap in the wall. Clear a cycle with every tower standing and the game pays you for it.
Every cycle escalates. Named waves like Ping Flood, Fork Storm and Crash Cascade bring new threats: fork bombs that split when you miss, bug pods that burst into swarms, spears that dive, USB bombers that carpet the towers. Then Greeb opens his arsenal: encrypted payloads, adware blimps, zip bombs, sidewinders, ransom vaults and mirror daemons, any of which can shed more threats when hit.
Level up mid-run. Kills earn XP; every level offers a draft of upgrades across common, rare, epic and legendary tiers: wider bursts, faster reloads, hardened towers, twin cores, chain purges, and ultimates that freeze the field, repair the towers, overclock your guns, or purge the sky. Own everything and the final power appears: Menace Master, which cranks the threat up 100% per rank for players who want the game to fight back harder.
Every tenth cycle, Greeb himself. Shoot his ship down, or beat him in the hack: a rhythm duel of arrow inputs where a perfect run reverses his intrusion, and a failed one hands him a launcher. Fail three times and he breaches the firewall. There is no ending where you win. There is only how long you held.
Features
Endless score-attack defense with escalating named cycles
Four difficulties, each with its own leaderboard
42 achievements, including lifetime Greeb-kill tracks per difficulty
Draft-based upgrade system with four rarity tiers and four ultimates
Boss fights with a rhythm-hack duel and counter-hacks
Power-ups, ammo balloons and a threat roster of twenty-plus enemies
Cutscenes from SIGNAL, the story series the game grows out of
Keyboard and mouse or gamepad; interface text in 28 languages
The story continues. Serv-Bot's Firewall is one night in the world of SIGNAL, Lerk Interactive's short-form series about the Grid, Gretta, and the kid with the green mohawk who came to tear its wall down. The game is his run at the firewall, from the other side.
| Platforms | Windows |
|---|---|
| Achievements | 42 |
| Age ratings |
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| Controller support | Xbox |
| Controller required | No |
| Demo | View demo on Steam |
| DLC / extras | 1 listed on Steam |
| AI disclosure | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. |
| Website | Official website |
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