Siegebop: two steampunk fortresses face off while knights, a siege mole and a glider clash between them
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Artillery / Strategy

Siegebop

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.

Android In testing Portrait, one hand
Artillery meets tug-of-war

Three minutes, two fortresses, one cannon you aim yourself

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.

On your phone

See Siegebop in action

Built portrait-first, for one hand and a few minutes at a time.

A Siegebop battle: the blue fortress defends its moat while knights, a glider and the cannons fight for the lane
BattleDrag a fire grip to aim, release to fire. Troops march down the tunnel or over the hill while both cannons trade shells.
The Siegebop home screen with Ranked, Casual, Vs AI, Daily and Campaign
Choose your fightRanked, Casual, Vs AI, the Daily battle and a six-chapter Campaign, plus a modifier that changes every week.
The Siegebop Lineups screen: an active lineup of ten cards with two Masterwork slots
Build your lineupTen cards, two of them Masterworks. Save up to five lineups and swap before each battle.
The Siegebop Store with Crowns, free rewards, daily deals and shop categories
Earn and unlockNew troops, cosmetics and crates. Everything that fights can be earned by playing.
How a battle works

Flux for troops, Charge for cannons, and a clock that never stops

Both sides start equal. What you send, where you send it and where you aim decide the rest.

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.

Pick a road

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.

Aim the cannons yourself

Drag a fire grip back to set the angle and power, then let go. Cannons spend Charge, which refills about 5 a second.

Break the core

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.

52Troops
4Cannons
9Fortress modules
6Battlefields
48Campaign stages
6AI opponents
The roster

52 troops in 10 families

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
Pikeling2

Pikeling

Brass · Reach 500 rating
53 HP 13 DPS 1.8 m range

First Strike: Lands one free hit on an enemy charging into reach.

Vanguard3

Vanguard

Iron · Starter
100 HP 16.4 DPS 1.1 m range 2 armour

Guard: Allies within 1.5 m of it take 25% less melee damage.

Squire Pair4

Squire Pair

Silver · Reach 1100 rating
79×2 HP 13 DPS 1.1 m range 1 armour

Back to Back: When one squire falls, the other attacks 30% faster.

Bastion Knight5

Bastion Knight

Gold · Vanguard mastery
210 HP 21.4 DPS 1.2 m range 6 armour

Brace: Takes 40% less artillery splash damage.

Clockwork Golem6

Clockwork Golem

Brass · Reach 750 Vs AI
301 HP 21.1 DPS 1.2 m range 10 armour

Unstoppable: Cannot be slowed or knocked back.

SkirmisherFast, cheap, and good at picking off the back line.5
Skirmisher2

Skirmisher

Iron · Starter
46 HP 14.3 DPS 1 m range

Hunter: Slips past the enemy front line to reach archers within 8 m.

Duelist3

Duelist

Brass · Reach 800 rating
71 HP 22.5 DPS 1.2 m range

Parry: Ignores the first melee hit it takes.

Scamp Trio3

Scamp Trio

Silver · 30 daily wins
29×3 HP 8.8 DPS 1 m range

Three small, fast scamps. Splash damage is their worst enemy.

Smokerunner3

Smokerunner

Mythril · Reach 600 Ranked
67 HP 22.7 DPS 1 m range

Smoke: When hit, ranged enemies lose track of it for 2 s.

Hare Rider4

Hare Rider

Silver · Reach 1100 rating
93 HP 24 DPS 1.2 m range 1 armour

Charge: Its first hit deals double damage.

ShieldProtects the troops behind it from shells and arrows.5
Parasol Guard3

Parasol Guard

Brass · Reach 800 rating
103 HP 15 DPS 1 m range 1 armour

Parasol: Blocks a ranged hit on itself or an ally within 1.5 m, then recharges for 8 s.

Shieldbearer4

Shieldbearer

Iron · Starter
145 HP 16.9 DPS 1.1 m range 4 armour

Shield Wall: Absorbs the first artillery splash for allies within 2 m.

Mirror Knight5

Mirror Knight

Mythril · Reach 1200 Ranked
180 HP 24.2 DPS 1.2 m range 5 armour

Mirror: Reflects the first Disruptor or Spark effect back at its source.

Tower Wall5

Tower Wall

Gold · Shieldbearer mastery
239 HP 17.8 DPS 1 m range 8 armour

Bulwark: Projectiles that hit it stop there.

Bubble Tinker6

Bubble Tinker

Silver · Reach 1150 Vs AI
221 HP 25 DPS 3 m range 1 armour

Bubble: A dome absorbs 150 artillery damage, recharging every 12 s.

HeavyExpensive, slow, and hard to stop once it arrives.5
Anvil Smith5

Anvil Smith

Silver · Reach 1300 rating
172 HP 26.2 DPS 1.2 m range 4 armour

Sunder: Hits strip 2 armour for 4 s.

Berserker5

Berserker

Silver · Reach 1300 rating
135 HP 35.6 DPS 1.1 m range 1 armour

Rage: Attacks 50% faster below half HP.

Breaker6

Breaker

Iron · Starter
252 HP 23.1 DPS 1.3 m range 5 armour

Crush: Deals 50% extra damage to armoured targets.

Boulder Troll7

Boulder Troll

Gold · Breaker mastery
420 HP 22 DPS 1.4 m range 3 armour

Regrow: Regenerates 4 HP per second out of combat.

Steam Juggernaut7

Steam Juggernaut

Silver · Reach 1300 Vs AI
305 HP 28.9 DPS 1.3 m range 8 armour

Ram: Knocks the first enemy in its path back 2 m.

RangedHits from behind your front line.5
Pebble Slinger1

Pebble Slinger

Brass · Reach 500 rating
24 HP 7.1 DPS 5 m range

Cheap, quick, and annoying.

Ranger2

Ranger

Iron · Starter
48 HP 11.2 DPS 8 m range

Volley: Long-range support that picks off light troops and fliers.

Crossbowman3

Crossbowman

Silver · Reach 1000 rating
81 HP 17 DPS 7 m range 1 armour

Pierce: Bolts punch through armour.

Harpooner4

Harpooner

Brass · Reach 700 rating
104 HP 19.5 DPS 7 m range 1 armour

Reel: Pulls a flier down for 2 s.

Musketeer4

Musketeer

Gold · Ranger mastery
109 HP 26 DPS 9 m range

Slow reload, very long reach, one big hit.

CasterSpreads damage across clumps of enemies.5
Ember Imp2

Ember Imp

Brass · Reach 600 rating
40 HP 17.5 DPS 3.5 m range

Burn: Targets take 3 damage per second for 3 s (armour doesn't help).

Frost Weaver4

Frost Weaver

Silver · Reach 1000 rating
86 HP 26.7 DPS 5 m range

Chill: Slows its target 35% for 2 s.

Spark Caster4

Spark Caster

Iron · Starter
77 HP 26.9 DPS 4.5 m range

Chain: The bolt jumps to 3 targets, 70% damage per jump.

Storm Kettle5

Storm Kettle

Gold · Spark Caster mastery
113 HP 31 DPS 5 m range 2 armour

Chain 4: The bolt jumps to 4 targets.

Thunder Sage6

Thunder Sage

Mythril · Reach 1500 Ranked
132 HP 40.6 DPS 6.5 m range

Thunderclap: Calls a lightning strike with 2.5 m splash.

SupportHeals, buffs or repairs: makes the rest of the army better.6
Drummer3

Drummer

Silver · Reach 900 rating
64 HP 12.7 DPS 1 m range

Tempo: Allies within 3 m attack 15% faster.

Mason3

Mason

Brass · Reach 700 rating
85 HP 7 DPS 1 m range 1 armour

Repair: Holds by your gate and restores 8 core HP every 2 s, up to 150 a battle.

Medic3

Medic

Iron · Starter
70 HP 10 DPS 3 m range

Patch Up: Heals the nearest wounded ally 12 HP every 2 s. Cannot heal the core.

Banner Bearer4

Banner Bearer

Gold · Medic mastery
103 HP 15 DPS 1.1 m range 1 armour

Rally: Allies within 3 m move 15% faster.

Field Tinker4

Field Tinker

Brass · Reach 650 Vs AI
95 HP 16.4 DPS 1 m range 1 armour

Rivets: Repairs constructs 15 HP every 2 s and gives the nearest ally +2 armour.

Alchemist5

Alchemist

Silver · Reach 1200 rating
91 HP 26.5 DPS 4 m range

Tonic Flask: Lobs a flask that heals allies in 2 m for 25.

SiegeBuilt to break walls and the core.6
Ladder Crew3

Ladder Crew

Brass · Reach 650 Vs AI
60 HP 15.5 DPS 1 m range

Ladder: Climbs over Palisades and barriers, and crosses a Moat at full speed.

Powder Runner3

Powder Runner

Silver · Reach 900 rating
45 HP 19 DPS 1 m range

Kaboom: Explodes on first contact (2 m splash) and is destroyed.

Ram Crew4

Ram Crew

Brass · Reach 550 Vs AI
167 HP 24 DPS 1 m range 4 armour

Battering Ram: Only attacks structures; troops must stop it.

Pebble Catapult5

Pebble Catapult

Gold · Siege Mole mastery
169 HP 35 DPS 9 m range 1 armour

Lob: Arcs boulders over the ridge at structures only.

Siege Mole5

Siege Mole

Iron · Starter
166 HP 19.3 DPS 1 m range 3 armour

Dig In: Tunnels through the ridge's steep faces; slowed 50% while under artillery fire.

Drill Wagon6

Drill Wagon

Silver · Reach 1000 Vs AI
231 HP 28.8 DPS 1 m range 5 armour

Tunnel: Travels underground and surfaces at the enemy wall.

SaboteurShuts down the enemy fortress: cannons, modules or walls.5
Clockwork Mouse2

Clockwork Mouse

Brass · 5 daily wins
28 HP 14 DPS 1 m range

Gnaw: Enemy Charge regenerates 20% slower for 5 s.

Gremlin2

Gremlin

Brass · Reach 600 rating
30 HP 15 DPS 1 m range

Jam: Each hit on the fortress jams a launcher for 3 s.

Saboteur3

Saboteur

Iron · Starter
60 HP 20 DPS 1 m range

Sabotage: On reaching the fortress, disables one module for 6 s.

Sapper4

Sapper

Silver · Reach 1200 rating
99 HP 18.3 DPS 1 m range 1 armour

Demolition: Plants a charge on a wall module (90 damage after 3 s).

Turncoat5

Turncoat

Mythril · Reach 900 Ranked
123 HP 31 DPS 1.1 m range

Disguise: Enemies ignore it until it attacks.

AirFlies over the lanes, walls and moats.5
Paper Kite2

Paper Kite

Brass · Reach 700 rating
31 HP 13.3 DPS 3.5 m range

Spotter: Enemies near it take 10% more artillery damage.

Bat Swarm3

Bat Swarm

Silver · 15 daily wins
22×3 HP 8.9 DPS 1 m range

Three bats that bite and flutter over the ridge.

Gyrocopter4

Gyrocopter

Brass · Reach 450 Vs AI
80 HP 22.2 DPS 3 m range 1 armour

Strafe: Shoots ground and air targets alike.

Glider5

Glider

Iron · Starter
118 HP 29.2 DPS 1.2 m range

Overflight: Flies over the ridge. Weak to anti-air.

Balloon Bomber6

Balloon Bomber

Silver · Reach 900 Vs AI
186 HP 46.2 DPS 1 m range 2 armour

Bombs Away: Drops bombs on structures with 2 m splash.

Your fortress

Cannons in the sockets, a module on each side, Masonry in the walls

Upgrades raise your cannons and walls a little at a time; modules have no levels, so rating opens choices, never power.

CannonChargeReloadWhat it doesOpens
Arc Cannon
305 sStandard explosive splash; the all-rounder every fortress starts with.Starter
Shard Volley
453.5 sA spread of five shards for troop clusters; weak against the core.Starter
Piercer
554 sA narrow shot that cuts through up to three targets; rewards precise alignment.Reach 600 rating
Disruptor
404 sLow damage; slows a cluster for three seconds.Reach 900 Vs AI
ModuleSlotWhat it doesOpens at
Palisade
DefenceA timber wall in front of your gate. Enemy troops must break it (350 HP) before they can reach the core.Start
Spike Field
DefenceHits 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
DefenceShoots the nearest enemy on the ground within 7 m of your fortress: 12 damage a second.500 rating
Moat
DefenceEnemy 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
DefenceEvery 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
DefenceShoots 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
SupportYour 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.

Battlefields

Each new battlefield brings one new idea

They open as your best rating climbs, and a losing streak never takes one away.

Ridgewall battlefield

Ridgewall

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

Open from the start

Twin Peaks battlefield

Twin Peaks

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

Opens at 500 rating

Split Canyon battlefield

Split Canyon

No tunnel: the canyon floor is open, sheltered only under the rock spur.

Opens at 800 rating

Volcanic Shelf battlefield

Volcanic Shelf

Rock overhangs stop lobbed shells: hit the terraces with flat, low shots.

Opens at 1100 rating

Windward Crest battlefield

Windward Crest

A visible wind bends every shot, flipping every 30 seconds.

Opens at 1400 rating

Ruined Pass battlefield

Ruined Pass

Broken walls block the high road until smashed, and stop flat shots. The undercroft runs beneath.

Season 1 battlefield

Ways to play

Online, offline, every day

Ranked

Real players on our own match server, rating on the line, seasons of six weeks with a leaderboard and season badges.

Casual and friends

Play without rating, or challenge a friend by their friend code.

Vs AI

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.

Daily battle

The same battlefield and opponent for everyone today, fought with your own lineup.

Campaign

6 chapters and 48 stages against named rivals, with sieges, holds, flag battles and shot puzzles along the way.

Garrisons

Join a garrison, earn points together every week, talk tactics in the garrison chat and share your best battles.

AI opponentRatingWhat to expect
Recruit
400Waits, answers what you send, forgets its gate.
Corporal
550Answers you, guards its gate with spikes.
Veteran
700Rushes the high road and the flags.
Commander
1000Brass and Silver units at your level, 2 cannons.
Marshal
1300Silver and Gold, a level up, a Masterwork.
Warlord
1500Gold and Mythril, two Masterworks, 3 cannons.

What makes it bop

Aim every shot

No auto-fire: you drag, you aim, you lead the target. Wind, low gravity and rock overhangs change the arc.

Two roads, one flag

Tunnel or high road on every battlefield, and a summit flag that pays Flux to whoever holds it.

Masterwork cards

Rebuild ten troops with Masterwork parts; every second or third deploy comes out with a special power.

Fair by design

Troops are priced by Flux, modules have no levels, and every troop that fights can be earned by playing.

Finishers and taunts

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.

Short and portrait

Three minutes a battle, one hand on the phone, and readable text by design.

Your progress, backed up

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 →