warming up Gatecrash…
💡 click the game once so it hears your keyboard
👆 tap the game to start, then use the on-screen controls
warming up Gatecrash…
💡 click the game once so it hears your keyboard
👆 tap the game to start, then use the on-screen controls
Crowd multiplier siege
One cannon, one lane, and a keep that will not open.
A siege fought one soldier at a time. Hold to fire your muster up a single lane and drag to slide the cannon; every banner your men walk under multiplies or cuts them, so the question is never how fast you shoot but which banner is worth feeding. The keep answers with its own garrison, the bar at the top shows who holds more of the field, and a champion goes in when his meter is full. Break the gate before the clock runs out, and before their men reach your camp.
Found inUnblockedWebGL3DArmy & CrowdStrategy
Free to play, no download, no sign-up. Hosted with ❤ by GamerX.
Press and hold anywhere to fire, and drag while you hold to slide the cannon along its rail. Arrows on the ground show exactly where the shot will go and ring the first banner it will walk under. Your soldiers land in front of the cannon and march straight up the lane, and every banner they pass under applies its number to them: twenty men under a ×3 become sixty, under a ÷2 they become ten. Green banners help, red ones hurt. The keep sends its own men down the lane, and where the two sides meet they fight one for one and fall where they stand. The bar at the top of the screen shows how many men each side has on the field and says plainly who is winning. The tube on the right is their gate, which every soldier who reaches it wears down; the tube on the left is your camp, which their men wear down if they get through. Feeding banners fills your champion meter: when the button lights up, tap it and a giant knight lands in front of the cannon and smashes into their line. Break the gate before the clock runs out to take the stage. On the first stage a few short lessons show you the ropes, and the clock waits while they are up.
Gatecrash belongs to the crowd-multiplier genre that took over mobile a few years ago, and it is one of the few that treats the crowd as a resource rather than a spectacle. The interesting decision is not where to shoot but what to feed: because every banner acts on however many soldiers pass under it, the value of a multiplier depends entirely on the size of the line reaching it, which means a good player is constantly doing rough arithmetic about a number that is still moving. Technically it is the most demanding thing on this site. Several hundred individually animated soldiers are on screen at once, and they are drawn in a single pass by baking each animation into a texture the GPU samples per-instance, rather than posing several hundred skeletons on the CPU. That is what makes the crowd feel like a crowd instead of a sprite sheet.