Deploy troops with Flux
Flux fills by itself, one every 2.5 seconds up to 10. Each card costs Flux; your hand holds 5 of your 10 cards.
Aim the cannon. Send the troops. Bop the fortress.
A real-time artillery and lane battler for your phone. Drag to aim your cannons, deploy troops down two roads, and break the enemy core before they break yours.
Siegebop puts two steampunk fortresses at either end of a battlefield and gives you the cannons. Drag to aim, let go to fire, and deploy troops with Flux: knights, archers, siege moles, gliders and fifty more.
Battles last three minutes, with a minute of overtime. Climb the Ranked ladder, beat six AI opponents from the Recruit to the Warlord, fight through a six-chapter campaign, and build a fortress of your own.
Every battle is short, every shot is yours to aim, and every card in your hand is a choice: push the high road for the summit flag, or creep through the tunnel where the cannons can't reach.
Built portrait-first, for one hand and a few minutes at a time.
Both sides start equal. What you send, where you send it and where you aim decide the rest.
Flux fills by itself, one every 2.5 seconds up to 10. Each card costs Flux; your hand holds 5 of your 10 cards.
The tunnel is slower but shells can't reach it. The high road is quick, exposed, and passes the summit flag that boosts your Flux.
Drag a fire grip back to set the angle and power, then let go. Cannons spend Charge, which refills about 5 a second.
Destroy the enemy core to win at once. After 3:00 comes a minute of overtime with double Flux; then the bigger share of core destroyed wins.
Every troop is a sidegrade priced by its Flux: metal (Iron, Brass, Silver, Gold, Mythril) says how it's earned, never how strong it is. Open a family to see its troops.
FrontlineHolds the line and soaks the first hits.5
2First Strike: Lands one free hit on an enemy charging into reach.
3Guard: Allies within 1.5 m of it take 25% less melee damage.
4Back to Back: When one squire falls, the other attacks 30% faster.
5Brace: Takes 40% less artillery splash damage.
6Unstoppable: Cannot be slowed or knocked back.
SkirmisherFast, cheap, and good at picking off the back line.5
2Hunter: Slips past the enemy front line to reach archers within 8 m.
3Parry: Ignores the first melee hit it takes.
3Three small, fast scamps. Splash damage is their worst enemy.
3Smoke: When hit, ranged enemies lose track of it for 2 s.
4Charge: Its first hit deals double damage.
ShieldProtects the troops behind it from shells and arrows.5
3Parasol: Blocks a ranged hit on itself or an ally within 1.5 m, then recharges for 8 s.
4Shield Wall: Absorbs the first artillery splash for allies within 2 m.
5Mirror: Reflects the first Disruptor or Spark effect back at its source.
5Bulwark: Projectiles that hit it stop there.
6Bubble: A dome absorbs 150 artillery damage, recharging every 12 s.
HeavyExpensive, slow, and hard to stop once it arrives.5
5Sunder: Hits strip 2 armour for 4 s.
5Rage: Attacks 50% faster below half HP.
6Crush: Deals 50% extra damage to armoured targets.
7Regrow: Regenerates 4 HP per second out of combat.
7Ram: Knocks the first enemy in its path back 2 m.
RangedHits from behind your front line.5
1Cheap, quick, and annoying.
2Volley: Long-range support that picks off light troops and fliers.
3Pierce: Bolts punch through armour.
4Reel: Pulls a flier down for 2 s.
4Slow reload, very long reach, one big hit.
CasterSpreads damage across clumps of enemies.5
2Burn: Targets take 3 damage per second for 3 s (armour doesn't help).
4Chill: Slows its target 35% for 2 s.
4Chain: The bolt jumps to 3 targets, 70% damage per jump.
5Chain 4: The bolt jumps to 4 targets.
6Thunderclap: Calls a lightning strike with 2.5 m splash.
SupportHeals, buffs or repairs: makes the rest of the army better.6
3Tempo: Allies within 3 m attack 15% faster.
3Repair: Holds by your gate and restores 8 core HP every 2 s, up to 150 a battle.
3Patch Up: Heals the nearest wounded ally 12 HP every 2 s. Cannot heal the core.
4Rally: Allies within 3 m move 15% faster.
4Rivets: Repairs constructs 15 HP every 2 s and gives the nearest ally +2 armour.
5Tonic Flask: Lobs a flask that heals allies in 2 m for 25.
SiegeBuilt to break walls and the core.6
3Ladder: Climbs over Palisades and barriers, and crosses a Moat at full speed.
3Kaboom: Explodes on first contact (2 m splash) and is destroyed.
4Battering Ram: Only attacks structures; troops must stop it.
5Lob: Arcs boulders over the ridge at structures only.
5Dig In: Tunnels through the ridge's steep faces; slowed 50% while under artillery fire.
6Tunnel: Travels underground and surfaces at the enemy wall.
SaboteurShuts down the enemy fortress: cannons, modules or walls.5
2Gnaw: Enemy Charge regenerates 20% slower for 5 s.
2Jam: Each hit on the fortress jams a launcher for 3 s.
3Sabotage: On reaching the fortress, disables one module for 6 s.
4Demolition: Plants a charge on a wall module (90 damage after 3 s).
5Disguise: Enemies ignore it until it attacks.
AirFlies over the lanes, walls and moats.5
2Spotter: Enemies near it take 10% more artillery damage.
3Three bats that bite and flutter over the ridge.
4Strafe: Shoots ground and air targets alike.
5Overflight: Flies over the ridge. Weak to anti-air.
6Bombs Away: Drops bombs on structures with 2 m splash.
Upgrades raise your cannons and walls a little at a time; modules have no levels, so rating opens choices, never power.
| Cannon | Charge | Reload | What it does | Opens |
|---|---|---|---|---|
Arc Cannon | 30 | 5 s | Standard explosive splash; the all-rounder every fortress starts with. | Starter |
Shard Volley | 45 | 3.5 s | A spread of five shards for troop clusters; weak against the core. | Starter |
Piercer | 55 | 4 s | A narrow shot that cuts through up to three targets; rewards precise alignment. | Reach 600 rating |
Disruptor | 40 | 4 s | Low damage; slows a cluster for three seconds. | Reach 900 Vs AI |
| Module | Slot | What it does | Opens at |
|---|---|---|---|
Palisade | Defence | A timber wall in front of your gate. Enemy troops must break it (350 HP) before they can reach the core. | Start |
Spike Field | Defence | Hits the first enemy on the ground within 5 m of your gate for 45 (armour doesn't help), then resets for 10 s. Answer: send a cheap troop first. | 450 rating |
Guard Tower | Defence | Shoots the nearest enemy on the ground within 7 m of your fortress: 12 damage a second. | 500 rating |
Moat | Defence | Enemy ground troops within 8 m of your fortress march at 45% speed. Fliers, the Siege Mole and Ladder Crews cross freely. | 600 rating |
Boiling Oil | Defence | Every second, 12 damage to every enemy at your wall: deadly to squads and swarms. Armour soaks it, so knights shrug it off. | 700 rating |
Anti-Air Spire | Defence | Shoots the nearest flier within 11 m: 28 damage a second. Ignores the ground. | 800 rating |
Flux Regulator | Support | +10% Flux income: more troops over a battle. | Start |
Charge Capacitor | Support | +25% Charge regeneration: more shots over a battle. | 500 rating |
Scout Tower | Support | Your troops see through disguises, and your shells hit enemies within 10 m of your fortress as if a Paper Kite marked them (+10%). | 800 rating |
Masonry raises your core from 1,000 HP to 1,110 over twelve levels. At the bell, the winner is whoever destroyed the bigger share of the other core, so sturdier walls never decide a tie on their own.
They open as your best rating climbs, and a losing streak never takes one away.

Tunnel or high road: safe and slow, or quick and shelled. The summit flag gives +33% Flux.
Open from the start

Two summits, two flags at +17% Flux each. Split your push, or stack it.
Opens at 500 rating

No tunnel: the canyon floor is open, sheltered only under the rock spur.
Opens at 800 rating

Rock overhangs stop lobbed shells: hit the terraces with flat, low shots.
Opens at 1100 rating

A visible wind bends every shot, flipping every 30 seconds.
Opens at 1400 rating

Broken walls block the high road until smashed, and stop flat shots. The undercroft runs beneath.
Season 1 battlefield
Real players on our own match server, rating on the line, seasons of six weeks with a leaderboard and season badges.
Play without rating, or challenge a friend by their friend code.
6 computer opponents from the Recruit to the Warlord, each with its own style. From the Commander up they bring stronger troops, better walls and Masterworks.
The same battlefield and opponent for everyone today, fought with your own lineup.
6 chapters and 48 stages against named rivals, with sieges, holds, flag battles and shot puzzles along the way.
Join a garrison, earn points together every week, talk tactics in the garrison chat and share your best battles.
| AI opponent | Rating | What to expect |
|---|---|---|
Recruit | 400 | Waits, answers what you send, forgets its gate. |
Corporal | 550 | Answers you, guards its gate with spikes. |
Veteran | 700 | Rushes the high road and the flags. |
Commander | 1000 | Brass and Silver units at your level, 2 cannons. |
Marshal | 1300 | Silver and Gold, a level up, a Masterwork. |
Warlord | 1500 | Gold and Mythril, two Masterworks, 3 cannons. |
No auto-fire: you drag, you aim, you lead the target. Wind, low gravity and rock overhangs change the arc.
Tunnel or high road on every battlefield, and a summit flag that pays Flux to whoever holds it.
Rebuild ten troops with Masterwork parts; every second or third deploy comes out with a special power.
Troops are priced by Flux, modules have no levels, and every troop that fights can be earned by playing.
8 finishers for the moment a core falls, and 51 animated taunts for everything before it: tap one mid-battle and your opponent sees it play.
Three minutes a battle, one hand on the phone, and readable text by design.
Everything you earn is backed up to the cloud. Moving to a new phone? Type your recovery code and your troops, rating and friends come with you.
Pick your lineup, aim true, and bop the fortress. Read the strategy guide →