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Katapuuult

A session-based physics game where players launch a projectile from a catapult, collecting bonuses and avoiding hazards mid-flight. Outcomes are determined by pure player skill — angle and power are entirely chosen by the player.

PropertyValue
Game IDkatapuuult
Typesession_based
VolatilityMedium
Max Win10× bet
RTP Range85–99.99% (configurable)

Game Phases

AIMING → CHARGING → FLIGHT → LANDED
PhaseDescriptionPlayer Input
AIMINGPlayer adjusts the launch angleAngle control (25°–80°)
CHARGINGPlayer holds to charge launch powerPower control (hold duration)
FLIGHTProjectile is in the air, collecting itemsNone (physics simulation)
LANDEDProjectile has landed, round is resolvedNone

Pure Skill Mechanic

No RNG During Flight

The launch angle and power are entirely chosen by the player. There is NO RNG involved in the projectile's flight path. The physics simulation is fully deterministic given the launch parameters.

The only RNG is used at session initialization (~564 random values) to determine the placement of collectibles and hazards on the field. This placement is committed via the provably fair system before the player launches.

Zone Multipliers

The field is divided into altitude zones. The base zone multiplier is applied to the bet based on where the projectile lands:

RTP_96 Zone Multipliers

ZoneAltitude RangeMultiplier
Ground0–50px0.1×
Low51–150px0.3×
Medium151–300px0.5×
High301–450px1.0×
Very High451–600px1.5×
Stratosphere601–800px2.5×
Space801px+4.0×

Zone Multipliers by RTP Variant

ZoneRTP_92RTP_94RTP_96RTP_97
Ground0.0×0.05×0.1×0.15×
Low0.1×0.2×0.3×0.4×
Medium0.3×0.4×0.5×0.6×
High0.6×0.8×1.0×1.2×
Very High1.0×1.2×1.5×1.8×
Stratosphere1.5×2.0×2.5×3.0×
Space2.5×3.0×4.0×5.0×

Collectible Bonuses

Collectibles are placed on the field at session start. Flying through a collectible adds its bonus to the round total:

CollectibleBonusFrequency
Coin+0.2×Common
Gem+0.5×Uncommon
Star+1.0×Rare
Crown+2.0×Very Rare
Rainbow+3.0×Legendary

Hazard Penalties

Hazards reduce the round total when the projectile collides with them:

HazardPenaltyFrequency
Cloud−0.1×Common
Bird−0.3×Uncommon
Lightning−0.5×Rare
UFO−1.0×Very Rare

INFO

The minimum payout is always — penalties cannot result in a negative payout. The player never loses more than their bet.

Physics Engine

ParameterValue
Gravity900 px/s²
Simulation Rate60 Hz
Launch Speed Range760–2,500 px/s
Launch Angle Range25°–80°
Air ResistanceNone (ballistic trajectory)
Collision DetectionCircle-based (radius: 12px)

Trajectory Formula

The projectile follows a standard ballistic trajectory:

x(t) = x₀ + v₀ × cos(θ) × t
y(t) = y₀ + v₀ × sin(θ) × t - ½ × g × t²

Where:

  • v₀ = launch speed (760–2,500 px/s)
  • θ = launch angle (25°–80°)
  • g = 900 px/s²
  • t = time in seconds

RNG at Session Init

At the start of each session, approximately 564 RNG values are consumed from the provably fair system to determine:

  • Positions of all collectibles (x, y coordinates)
  • Positions of all hazards (x, y coordinates)
  • Types and values of each collectible
  • Types and penalties of each hazard

These placements are committed before the player sees the field, ensuring fairness.

Payout Calculation

totalPayout = max(0, zoneMultiplier + sum(collectibleBonuses) - sum(hazardPenalties))
finalPayout = min(totalPayout, 10.0) × betAmount

Example Round

Player sets angle: 62°
Player charges power: 1,800 px/s
Launch!

Flight path:
  t=0.5s: Collects Coin (+0.2×) at altitude 380px
  t=1.0s: Hits Cloud (-0.1×) at altitude 520px
  t=1.5s: Collects Star (+1.0×) at altitude 490px
  t=2.1s: Lands in "Very High" zone (1.5×)

Payout: 1.5 + 0.2 - 0.1 + 1.0 = 2.6× bet