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Physics siege and castle builder

SIEGE PILE.

Your failures are the ladder your next wave climbs.

Strategy Castle builder Ragdoll physics Async PVP
Siege Pile key art

The bargain

Build the castle, load the catapult, then let go of the outcome.

Your army is a catapult-load of enthusiastic idiots. You choose who goes in the cup, where the arm points and which spell to risk, and after that the physics has the floor. Nothing is a canned animation and no result is authored in advance, so a raid is a story the simulation writes and you merely started.

The launch

Three axes of wrongness, and a catapult that pulls left.

You drag a knight into the cup, swing the turntable, set the arc and wind the arm. The turntable carries backlash, so fine adjustments overshoot and wobble back at you. Crosswind shoves bodies sideways at the top of the arc. And every catapult has a persistent aim bias seeded from its own ID, so yours genuinely does pull left, in the same way, every time, until you upgrade it. Learning to compensate is the skill.

  • Azimuth, elevation and power, each with a distinct way of going wrong
  • Release imparts spin on all three axes, and the landing pose decides both damage and dignity
  • Tap mid-flight to tuck, which cuts drag and stabilises a tumbling disaster into a clean arrival
The catapult

The pile

A knight who falls short becomes construction material.

Bodies that stop moving freeze and rasterise into the ground itself, and a relaxation pass slumps the spikes into a ramp that can actually be walked up. The heap your last wave died in is the terrain your next wave climbs. It is also why the game stays fast on a phone, because a settled ragdoll costs almost nothing once it has become scenery.

  • Measured over 320 launches across 20 levels: 50,753 frames with no numerical blowup
  • Piles settle to genuine rest, then hold as static collision instead of jittering forever
  • Twenty-five bodies cost 1.34ms of a 16.7ms mobile frame
A pile of knights forming a ramp

The magic

Your fireball does not check whose side it is on.

Five schools are researched at the mage tower, and every spell is a physics event rather than a stat change. Tidal Slap applies real impulses. Stone Step is collidable terrain you can immediately pile on. A tornado is a roaming force field with no loyalties whatsoever. Monsoon puts out the inferno you started, which is useful right up to the moment it floods your own approach.

  • Spells resolve through the same simulation as everything else, so they combine in ways nobody authored
  • Meteor announces itself with a whistling shadow, which is dodgeable and very funny when it is not dodged
  • Counterplay is taught by being on the wrong end of it, once
A backfiring fireball

Your castle

The half of the game where nothing is currently on fire.

Between raids you are a builder. Barracks, forge, archery range and mage tower, with research that permanently raises a unit type for every recruit you will ever train. Timers are honest and long, and the fastest way through them is playing well rather than paying. Losing soldiers keeps demand for recruitment permanently high, which is the thing that stops the economy quietly saturating.

  • Research lifts a whole unit tier for good, so upgrades compound across the entire army
  • Speedups earned in raids are the primary accelerator, and money is the secondary one
  • Cheap recruits stay viable forever, so a bad week never locks you out of playing
The castle

The world map

Somebody else's castle, and their opinion of yours.

Pinch out from your keep and the world is already there, with campaign citadels, resource nodes and other players' castles. Marches travel in real time and resolve on the server. When yours lands, the defender's layout and garrison serialise into a raid you play live, and the server replays your input log afterwards to confirm the physics agreed with you.

  • Asynchronous raids against real player layouts, so nobody waits for an opponent to be online
  • Every raid is a deterministic replay, which is the anti-cheat and the clip export in one
  • Attack shields after you are raided, and matchmaking on effective army value rather than keep level
The world map

The deal

Chaos is sacred and cannot be bought off.

The comedy only works if the simulation is honest with everyone, including you.

No paid units, no paid accuracyMoney buys a build-queue slot, a top hat and some speedups. It has never bought a soldier or a degree of aim.
Chaos runs both waysDefenders roll the same model you do. Their wall archers are exactly as likely to hit their own oil barrels.
Deaths are realUnits lost in a raid are gone for good. That weight is what makes the pratfalls land instead of washing over you.
Every raid is verifiableRaids replay from the input log, so results can be checked rather than trusted, and shared as a clip either way.

In development

Wind the arm.

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