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Catapults, walls, castles.

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Build brutal catapults, aim the arc, and shatter keeps in a playful physics siege—tune counterweights, swap ammo, topple towers—only on Kiz10. A catapult simulator game.

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Catapults, walls, castles.
90 %

How to play : Catapults, walls, castles.

Catapults, walls, castles.
Rating:
9.00 (151 votes)
Released:
31 Aug 2025
Last Updated:
31 Aug 2025
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
🏰💥 Cold open: a stone, a breath, a broken crown
A hush sits on the valley, all banners and nerves. Your crew hauls a boulder the size of a proud secret into the sling, the arm groans, and you can feel the counterweight judging your math. You notch the release pin, count wind gusts like heartbeats, and breathe. When the arm snaps forward, the stone writes a rude comma across the blue sky and an entire parapet remembers gravity. Catapults, walls, castles. on Kiz10 is a catapult simulator that’s part engineering toy, part slapstick history lesson, and part “I swear I meant to hit that gate.”
🧰📐 Workshop whispers: build the beast
The editor is a joyfully dangerous shed. Lay a sturdy frame, choose torsion or counterweight, and bolt cross-braces until the rig stops trembling like gossip. Swap arms—short and punchy for fast shots, long and languid for arc poetry. Sling length matters; too long and you lob like a daydream, too short and you slap the air with hubris. Add a release hook with adjustable angle, glue leather pads where the arm kisses the stop, and route a humble safety rope because fingers are important. Every bolt clicks, stress lines glow, and the first test shot tells you more than five manuals.
⚖️🌬️ Physics you can bargain with
Mass, angle, wind, drag—yes, they matter, but they feel friendly. Counterweights convert potential energy into “oops, sorry, wall.” Torsion bundles hum like angry lutes; overtwist and the arm twangs a lesson into your palm. Projectiles pick up spin from sling timing; early release sails left, late release sails right, perfect release sails into legend. Crosswinds nudge arcs; you’ll learn to aim one crenel ahead, like leading a pass. Nothing is arbitrary: your hands learn the dialect until you can call a shot by ear.
🧱🏯 Castle anatomy: where to hit and why
Not all stone is equal. Fresh ashlar blocks laugh at glancing blows; seasoned mortar joints beg for wedges. Gatehouses hide wooden ribs that fear fire more than fists. Round towers deflect like smug turtles; square towers accept small talk, then crumble if you make it personal. Buttresses transfer load—clip one and watch the wall’s confidence sag. Moats eat low shots; arcs win sieges. Each fortress is a personality test that answers back in rubble.
🧨🔥 Ammunition with opinions
Round stones are honest. Carved shot flies truer but costs pride. Fire pots arc like angry lanterns and teach thatch about regret. Clay beeswax bombs stick, hiss, and soften gates before the real conversation. Scattershot—fist-sized stones—chews arrow slits and exposed crews. Iron “kisses” punch deep but shatter arms if you disrespect recoil. Special fun: a plague of cabbages for morale damage (and screenshots), and a keening whistle stone that hollows bravery before it lands. You’ll have favorites and a pouch of “just in case.”
🎮🖐️ Hands feel heard: aim, set, send
Controls are satisfyingly tactile. Drag to load, rotate to set arm angle, flick the release, and feel a tiny haptic purr as the sling snaps. A ghost arc previews the expected path; wind shifts it in real time like a teasing ribbon. The camera leans without seasickness, zooming on impact long enough for consequences but short enough to reload without a lecture. Miss, adjust, grin; the loop is wrist, not spreadsheet.
🗺️🎖️ Modes for different brain hours
Campaign strings distinct sieges into a traveling circus: river forts with smug bridges, mountain eyries that make arcs feel religious, and coastal keeps where tides mess with your footing. Sandbox is pure mischief—unlimited parts, infinite ammo, weather sliders, and a map of castles that hate your creativity. Challenge Boards set puzzles with par stones: bring down a tower in three shots, breach a gate without fire, thread a boulder through two banners for science. Daily Siege shares a seed with the whole Kiz10 crowd; talk smack gently on the leaderboard.
🧠🎯 Tiny tactics you’ll pretend you invented
Aim for joints, not faces. Put one “sighter” short to read bounce and ground slope; put the money shot one crenel higher. Fire pots first to make stone fragile, then send a round shot into the softened smugness. For tall keeps, add sling length and mind the release pole; a late release gives the height you swear wasn’t possible. If wind hunts from the left, offset your base one plank right to keep the arm clear of uprights. And the heresy that wins campaigns: sometimes ignoring the gate to drop a flanking tower opens the courtyard faster than any battering ram.
🛡️👷 Defenders aren’t decorations
Archers ding your crew unless you place mantlets; wheel them up between reloads like brave furniture. Sappers brace cracked walls or sneak props behind gaps; deny them with a rude pebble to the knuckles. Fire wagons charge; clip the axle, scatter the drama. Counter-catapults exist and are petty; dance your rig behind a berm, peek for the shot, and back down the slope like a polite crab. Boss defenses include a torsion monster that shares your math homework and a boiling oil chorus that teaches timing through urgency.
🧑‍🏭🔧 Crew, calamity, and the gospel of wedges
Your team is half numbers, half sitcom. The loader swears in three dialects when you oversling, the carpenter worships wedges because wedges fix everything, and the signal kid has a whistle you vow to confiscate after a win. Repair breaks with pine pins, leather straps, and a prayer; each quick fix changes the arm’s personality by a hair. Add a winch to reset faster, a ratchet to save wrists, and a “panic stop” that slaps the arm before it slaps your face. Crew morale climbs when stones land true and dips when the sling faceplants; you’ll learn to land a satisfying “thunk” just to keep jokes alive.
🔊🥁 Sound makes you smarter
Cords sing under load; when the pitch goes a semitone sharp, you’re at the edge—back off half a turn. The sling’s snap pops like a snare; hit that clean and the arc behaves. Stones groan differently on wood vs. stone; you’ll start choosing ammo by ear. Wind drums under banners, gusting twice before a big push; fire on the second gust. Impact booms bloom then roll across the valley; you can time the reload on that swell. Headphones turn the siege into a metronome.
🫶♿ Comfort, clarity, kindness
Color-safe palettes keep aiming aids, weak spots, and fire distinct. Calm-flash trims explosion bloom so midnight brains stay happy. Motion softness turns camera sway into a polite nod. Big text for couch sessions. Remappable inputs, haptics that purr on clean releases and whisper when stress climbs, and captions for audio tells—twang, gust, snap—so you can play by ear or in peaceful silence. Accessibility isn’t a sticker; it’s why you’ll try harder shots without fatigue.
🤝🏹 Co-op mischief and gentlemanly duels
Two players make the siege a comedy. One calls wind and weak points, the other runs arm and release; a timed “loose!” together adds a tiny accuracy buff because friendship is physics. Trade roles between volleys, high-five near the ammo stack for a morale tick, and watch the crew clap in rhythm like you trained them. Versus mode mirrors keeps; you shell mine, I shell yours, first breach wins. Send pigeons (harmless, chaotic) as emote bombs; they do nothing except make replays iconic.
😂📼 Disaster you’ll replay forever
You will forget the safety stop, pull one turn too many, and watch the arm kiss the moon while the sling throws your best stone into a cow pasture. You will correct for wind, then watch the gust die mid-flight and gently autograph the wrong tower with scientific precision. You will set a perfect fire pot, sneeze on the release, and invent a new festival called The Flaming Ladder of Regret. It’s fine. The instant restart is merciful, and your second attempt lands like a confession the wall accepts.
🏁🌟 Why one more volley makes dangerous sense
Because a good arc feels like a sentence that ends exactly where you meant. Because castles here are puzzles, not props, and physics is a trustworthy coauthor. Because the workshop turns tinkering into triumph, the soundscape coaches without nagging, and each volley is a little story about patience paying off loudly. Mostly, because Catapults, walls, castles. on Kiz10 nails the siege-sim sweet spot: readable mechanics, big crunchy payoffs, and that sacred second when the sling releases, the stone clears the merlon by a whisker, and a far-off gate changes its mind about existing. Chalk your fingers. Count the wind. Loose.
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