Press kit
Hold the centre tower of three and throw cooked bombs at things walking for the thing you are protecting. The bomb is slow. They do not wait. Throw where they will be. Everything below is free to use. If you need something that isn’t here, ask — the address is at the bottom and a person reads it.
FACT SHEET
- TITLE
- Longthrow
- DEVELOPER
- DevCraftAI
- PLATFORM
- iOS (iPhone) and Android, landscape.
- PRICE
- Free
- ENGINE
- Godot 4.7
- STATUS
- Unreleased
- CONTACT
- dev@devcraftai.com
FIVE THINGS WORTH WRITING ABOUT
The whole game is one two-second delay
Aiming is untimed — hold the button and take as long as you like. The flight is the clock. A bomb is in the air for up to two seconds, its blast is 2.6 metres across, and a walker covers more than four metres while it flies. Throw at where something is standing and you miss it at every range. That single fact is the entire skill curve, and it is why a still screenshot cannot sell this game.
The reticle is provably honest
The arc drawn while you aim and the bomb that actually flies are the same solver at the same time step, and bombs detonate on contact — so the blast lands exactly where the ring was drawn. There is no scatter, no accuracy stat and no hidden roll. When you miss, you missed. The game's own test harness asserts it: identical throws land identically, every time.
It scores you against its own robots, and prints the number
The end card reports kills per bomb — not stars, not a percentage of nothing. Two bots calibrate the scale: one that throws at where things are standing, and one that solves the intercept perfectly. The gap between them is the skill the game is asking for, and the player's own number lands somewhere in it.
Losing pays, and the upgrade is a visible object
Every run banks salvage, win or lose. It buys heavier charges and faster hands in an armoury between runs — and the shell in your hand visibly changes with it, mark by mark, rather than a number moving in a menu. Hold the seven-wave assault and a nine-wave siege unlocks; hold that and there is an eleven; above all of them is an endless one with no win condition, only a record.
There are no art assets in it at all
Every mesh, every material and every sound is generated in code when the game starts. The towers, the treeline, the thirty-four thousand tufts of grass, the explosions and the whole audio set are produced at runtime rather than authored. Sound also arrives late on purpose: a bomb forty metres away is seen before it is heard, because the game teaches distance through your ears.
ASSETS
- The bomb takes two seconds. Throw where they'll be.
- Or crack a canister open and answer nine at once.
- Some of them take three bombs and do not slow down.
- Every run pays. Salvage buys the next mark of the shell.
- Hold it, and the grade is whatever you had left.
- Three towers, one treeline, and whatever walks out of it.

