

They are very short, too - but the actual attempt at completing a level is the dessert of the meal - the starter and main come in the designing and building of your machine, and the attempts to fix mechanical problems or weaknesses that occur. The levels are designed in such a way that they play off the creative encouragement. If anything, it looks more like an interface of an incredibly polished piece of graphic design or 3D modelling software. The objective will be a nicely detailed and vibrant rendering of a Middle Ages windmill, for example, surrounded by a bit of an environment that simply floats in the middle of a vast blue space. There's a great deal of what could perhaps be called 'selective detail' - the levels themselves are minimalist. The Aesthetic of the Besiege is similarly pleasing. The only real restriction is the bounding box that your machine has to fit in. The decision to mix accurate historical construction with less serious weaponry is an inspired one, as it allows for some truly fun experimentation.

If you want to go a bit more extreme you can build a mobile wall of cannons or flamethrowers. How you accomplish the task is up to you if you want to create a mechanically accurate medieval catapult, you can. You're given an objective - destroy this building, kill this regiment, collect this object - and then you're given a single starting block to build from. The sandbox nature and lack of arbitrary limitations placed on the player is one of the game's great strengths. A sub 10 euro siege engine sandbox that avoids limiting the player's creativity wherever possible - taking the block-building base of Minecraft and coupling it with engineering ala Kerbal Space Program to produce a pure castle destruction physics game. Besiege made quite a splash when it progressed from Steam's Greenlight platform into Early Access.
