The actual mechanics

Made by someone who spends way too much time playing puzzle games

Stonepilot exsits because siege games with real depth need real physics, not shortcuts.

Desk covered with physics notes, weapon trajectory Sketches drawn by hand, and level design sheets, with a monitor showing trajectory simulations

Most games Bury the Math underneath menus and tutorials. Not this one. The trebuchet leverage ratio sits at 3.2:1. Wind actually matters. Stone weight shifts how things fly. This isn't window dressing—it's the whole point. Every level was built by hand to show you something about how these weapons behave. No procedural generation covering up corners we cut. No holding your hand through stuff that's obvious (figure it out). Just over 40 levels where the physics is what you're solving and cracking it is the whole reward.

Common questions

Physics puzzles. Hand-crafted levels. No shortcuts.

Actual questions from people trying to figure out if this is their kind of game. We're not going to sugarcoat it.