Catapult Kings

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Everyone
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Everyone
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About this game

Pull back. Judge the wind. Bring the walls down.

Catapult Kings is a turn-based artillery duel. You and the fortress opposite
take it in turns, one shot each, across a hillside that remembers every
impact. No twitch reflexes — just the oldest problem in gunnery: how hard,
how high, and how much will the wind take it?

AIMED THE WAY ARTILLERY ACTUALLY IS

Drag anywhere to pull back, release to fire, then read the correction. Every
shot reports where it fell — "78 LONG", "15 SHORT", "ON TARGET" — and its arc
stays on screen as a fading ghost trail. Adjust and fire again. Hit Repeat to
put the next round exactly where the last one went.

YOU ALWAYS SHOOT FIRST

No battle is ever decided before you have played it. You take the opening
turn of every fight, and the enemy's first shot is a ranging shot. You will
never lose a level to a salvo you had no chance to answer.

EIGHT WEAPONS, AND EVERY ONE GOES TO THE FIELD

Slingshot, hunting bow, crossbow, ballista, catapult, field cannon,
trebuchet, bombard. Each carries its own rounds, and choosing which to load
is part of taking the turn. The heavy tiers hit hardest and shrug off a
crosswind — but a bombard carries three shots, and the slingshot you fall
back on does a tenth of the damage. Spend the big one on a range you have not
found yet and the battle gets away from you.

FOUR ENDLESS LADDERS

Recruit, Soldier, Warlord, Legend. Difficulty is not just more enemy health —
each rung changes how accurately the enemy aims, how hard it hits, how much
the wind pushes your shot around, and how much of your own arc you get to
preview. On Legend there is no aim guide at all. Every ladder is endless and
tracked separately; levels are generated, never repeated.

TEN SIEGE ENGINES TO BRING DOWN

Bowman outposts, bolt ballistae, siege towers, cannon wagons, mortar pits,
armoured rams, twin ballistae, great trebuchets — and a Warlord's Throne
every tenth level. Fortresses visibly lose chunks as their health falls. Crew
are thrown off their feet by a near miss and scramble back up. Craters stay
where you put them.

PLAYS ENTIRELY OFFLINE

Level generation, physics, progress and every one of the four ladders run on
your device. No account, no sign-in, no connection required. Put it on a
plane and it plays exactly the same.

ALSO

· Day and night battlefields, four terrain biomes
· Permanent upgrades — Power, Fortress, Precision, Fury, Fortune
· Ten honours to earn
· Ragdoll physics, destructible ground, an unreasonable amount of debris

Fire. Watch where it falls. Correct. Fire again.
Turn-based siege duels. Read the wind, bracket the shot, bring the walls down
Updated on
Sep 26, 2026
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  • No data shared with third parties
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  • Data is encrypted in transit
  • Data can’t be deleted

What’s new

First release.

Turn-based siege artillery. Pull back, judge the wind, and bring the fortress
opposite down.

• Bracket your shots — every round reports how far it fell short or long, and
its arc stays on screen
• Eight weapons, each with its own rounds. Pick one per turn
• Four endless ladders, from Recruit to Legend
• Ten siege engines, a Warlord every tenth level
• Ragdoll physics, destructible ground, day and night fields
• Plays entirely offline. No purchases.
Content rating
Everyone
Learn more

App support

About the developer
Mahesh Ramesh Pawar
mahesh.selfdev@gmail.com
At/p:- Khed Bhalawani Tal:-Pandharpur Pandharpur, Maharashtra 413304 India

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