
Screenshots

Watch trailer on Steam ↗Table Tactics: physics-driven tabletop battles
Unbound Creations · Published by Unbound Creations · Official site ↗
Last updated 28 Sept 2026
Knock over tabletop figurines by shooting marbles and arrows, instead of calculating stats! A turn-base strategy game that's entirely physics-driven, with single player campaign and local multiplayer skirmishes between friends
Indie, Simulation, Strategy, Casual · More free games
Discover how shooting marbles and arrows can change the course of battle in Table Tactics. Dive into both single-player campaigns and local multiplayer skirmishes, all powered by physics instead of traditional stats.
About this game
“Table Tactics” is a unique blend of strategy and physics, played with little miniature figurines. Imagine you are staring at your kitchen table where you laid out a little fantasy diorama and carefully placed miniatures to defend your castle. Alas, enemy units are coming from all directions! But instead of decreasing their health or worrying about armor, you must physically knock them over by shooting various projectiles (like arrows or marbles), using traps, or pushing them off the table. You’ll need to take the shape and weight of each figurine into consideration.
The archers are your basic unit – they shoot an arrow which, when aimed well, can topple almost any figurine. The Catapult flings heavy marbles that roll around – great for big groups of enemies! And the Mage can cast an explosive fireball, knocking everything in its blast radius. There are many more units to collect and alter your playstyle.
As you complete levels and challenges, you will earn gold coins to buy and trade new miniatures. Build a custom roster, experiment with synergies, and create the most powerful tabletop physics army!
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel I-3 Dual Core @ 2.0GHz
- Memory: 4 GB RAM
- Graphics: Dedicated DirectX 10 Compatible card
- Storage: 2 GB available space
- Sound Card: Preferably
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel I-5 Dual Core @ 2.0Ghz
- Memory: 8 GB RAM
- Graphics: Dedicated DirectX 10 Compatible card
- Storage: 2 GB available space
- Sound Card: Preferably
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
New Demo Unit: Hook Puller!
That's right, we just updated the demo adding a brand NEW unit, the Hook Puller! Unlike most units that push enemies around, this unit shoots a hook that latches onto an enemy and pulls it towards itself.Annoyed by enemy units hiding in corners? The Hook is a GREAT for taking care of those pesky wall-campers!Think of it a bit like "Archer but in reverse". It's not a drastic change, but adds bit more options and strategy to the game. Plus, depending on where you hook the enemy, you can pull them in different ways and make them do silly pirouettes. We're excited to see all the new ways you'll find to break the game with this unit ;) Happy Holidays (for those who celebrate) and enjoy!Read full article on Community Announcements (Koobazaur)AnnouncementsOfficial
New Unit coming to Demo next week!
We're planning a Demo update next week adding a new unit to the roster! This one will feel very familiar, but offer slightly new tactical opportunity to deal with some pesky units who like to hide in corners... stay tuned for an update, right in time for the holidays!Read full article on Community Announcements (Koobazaur)Patch NotesOfficial
Demo Update v27a - Patch Notes
We have a new update to the demo! This one focuses on mostly minor bugs and some QoL improvements, so no drastic changes. MajorCompletely reworked enemy movement AI for better navigation (enemies shouldn't accidentally kill themselves when moving now, or get blocked in by player or dead units)Ranged enemies can now attack your castle when close to itYou can now hover over units to see a little tooltip with info about itImprovemed movement area indicatorUnit movement speed will now be higher on lowest sensitivity settingsSome slight unit balancingBug FixesFixed explosions sometimes not affecting units in blast radiusFixed Marble shooters knocking over a block if standing on one when shootingFixed weird behavior when hitting your own units on first turnDying trees no longer play coin-giving sound or visual effectOther misc. bugs/tweaksEnjoy, and let us know if you run into any new bugs!Read full article on Community Announcements (Koobazaur)Patch NotesOfficial
Demo Update v21a - Patch Notes
We just pushed a new update to the Demo!MajorRevamped Camera controls - you can now always use keyboard/joystick to move around and only need to hold RMB to look aroundBuild Menu Camera now behaves the same as regular cameraDecreased build area around Castle on Skirmish MapsUnits will clear their bodies after 4 rounds nowRanged enemies can now attack your castle by shooting arrow/fire/marbles at itOtherAdjusted aiming reticles to be slightly more preciseDog has slightly lower movement range nowAdjusted some enemy values like weights and attack for better balancing You can no longer unpossess a unit if you're jumpingBugsBlocks no longer count towards capturing points in SkirmishFixed Mug clipping the desk in backgroundFixed an issue where hitting your own units on first turn would behave weirdlyFixed a bug when unpossessing unit might not reset movement on itHope you like these changes and let us know in the forums if anything feels worse :)Read full article on Community Announcements (Koobazaur)Patch NotesOfficial
Demo Update v19a - Patch Notes
BIG thanks to everyone posting feedback in the Steam Forums or on Our Discord! I've been dealing with some Life Events™ and just getting back to normal schedule. Finally had time to push a patch with a bunch of improvements!Added Volume sliders directly to Main MenuAdded Sensitivity sliders in Pause Menu (separate for looking and moving)Adjusted first two waves on the Demo level and removed hard map edgesAdded Wave counter on top right corner of the screen (i.e. "Wave 3 / 5" )Adjusted camera when controlling Archer and Mage to make aiming down easierMade Houses lighter so they can't block units in as easilyAdjusted Knight attack to (hopefully) fix an issue with it behaving inconsistentlyAdded spin to Marbles when they're launchedIncreased Knight price by 1Improved Aiming Dots to behave more consistentlyAchievements for killing enemies should now count enemies that accidentally kill themselves (otherwise it was difficult to get the last one)Fixed houses producing gold when knocked overFixed enemy units occasionally killing themselves by moving aroundEnjoy!- Jakub (Lead Dev)Read full article on Community Announcements (Koobazaur)






