besiege game sourced
Besiege
A physics construction game where the player builds medieval siege machines from blocks, wheels, and weapons, then drives them against castles and armies in objective levels or a sandbox.
core loop
read the level objective -> attach blocks, wheels, hinges, and weapons to a starting block -> bind controls -> run the level and drive the machine -> watch it work, flip, or break apart -> revise the design
design notes
Machines grow from a single starting block, and each attached block is a rigid body joined to its neighbor by a breakable joint; powered wheels, hinges, pistons, and springs are bound to player keys, so a machine is both a structure and a control scheme. Designs fail by tipping, tearing at weak joints, or setting themselves alight, which is much of the appeal. Logic blocks (timers, logic gates, sensors) added later let machines act without input, and the level editor and PC multiplayer turned designs into contests.
relations
8 stored edgesModular assembly
Machines are built outward from a starting block using 70+ blocks such as wooden blocks, powered wheels, hinges, pistons, cannons, bombs, flamethrowers, and balloons; block placement sets mass distribution and what each key does.
Rigid-body physics
Each block is a physics body connected by joints that break under excess force, so machines buckle, tip, or tear apart while driving and fighting.
Scenario objectives
55 campaign levels across four islands set goals such as destroying buildings, defeating troops, or solving puzzles with magical artifacts.
Embodied skill control
The player drives the finished machine in real time with keys bound to its powered parts.
Material interactions
Fire spreads across wooden blocks and enemy buildings; bombs and cannons break blocks.
Signal circuits
Timers, logic gates, and proximity sensors simulate key presses so machines can automate sequences.