
Bullseye Darts
Steady the hand, let it go

Pull the string back, hold the sight ring steady against the wind and let go. Straw targets at 18, 30 and 50 metres, apples on strings, a field of balloons and three rival archers who will not miss twice.
Did you like Arrow Range?
Arrow Range puts you at the shooting line of a midsummer fair. The meadow runs away up the screen, mown in stripes, with straw bosses on wooden trestles at eighteen, thirty and fifty metres, striped marquees and bunting down both sides, apple trees, a castle on the hill and a rope line of villagers who cheer a gold and groan at a miss. You see the bow the way you would see your own: the stave in your fist, the string coming back past your cheek and the sight ring floating out on the range.
Press and pull back to draw. The further you pull, the fuller the draw, and a full draw is what puts the arrow where the ring is pointing — let it down early and the shaft drops short, badly short at fifty metres. Move your hand to aim and the ring moves with it. Hold a full draw too long and the bow starts to shake, so the good shot is the one you take while you are still steady. A wind sock stands beside the range and the wind changes with every end; at eighteen metres a stiff breeze costs you a ring or two, at fifty it will carry the arrow clean off the straw unless you aim off. Arrows thud into the straw and stand there for the rest of the end. The face scores ten to one from the middle out, with an X for the very centre, and a shaft touching a line takes the better ring, exactly as a judge would call it.
Five ways to shoot. Target Round is six ends of three arrows across the three distances, out of a hundred and eighty, with your best round remembered. Moving Targets swings apples on strings, rolls logs across the grass and walks a cart of straw bosses down the meadow. Balloon Pop gives you sixty seconds on a rising field of colour, and popping the same colour twice running doubles what it pays. Knockout puts you against three fair archers at Easy, Normal or Sharp, and the lowest score each end walks off the line. Pass and Play hands one bow round two to four archers with their own names. Three bows sit on the rack — a steady hunting bow, a fast yew longbow and a horn recurve with a pin sight that reads the wind — and the better two open up as your target round improves. Touch, mouse and keyboard all work, the range fits itself to a phone held upright or a wide screen, P pauses and M mutes.
In Arrow Range the draw decides most shots. A full draw sends the arrow where the sight ring points, while letting go early drops it short, and that matters most at fifty metres. The catch is that a full draw held too long starts to shake, so pull all the way back, settle the ring and release while the bow is still steady rather than waiting for a perfect moment.
Check the wind sock before every end, because the wind changes each time. At eighteen metres a stiff breeze only costs a ring or two, but at fifty you need to aim off into the wind or the arrow leaves the straw altogether. Target Round is the place to start: it covers all three distances, keeps your best score, and a better round is what opens the yew longbow and the horn recurve. Remember that an arrow touching a line takes the higher ring, so a shot on the edge of the gold still counts.
Arrow Range puts you at the shooting line of a midsummer fair, holding the bow as if through your own eyes. Each shot has three steps. First you draw: press and pull back on a phone or tablet, or hold Space on a keyboard, and the further you pull, the fuller the draw. Then you aim by moving your hand, or with the arrow keys, until the sight ring sits where you want the arrow to go. Finally you release by lifting your finger or letting go of Space.
A full draw sends the arrow where the ring points, while a partial draw drops it short. Held too long, the bow starts to shake. A wind sock beside the range shows the wind, which changes every end and pushes the arrow further off the longer the distance.
The face scores ten in the middle down to one at the edge, with an X for the very centre. Target Round is six ends of three arrows over 18, 30 and 50 metres, out of 180. The other rounds are Moving Targets, with swinging apples, rolling logs and a cart of straw bosses; Balloon Pop, sixty seconds where hitting the same colour twice running doubles the score; Knockout against three computer archers; and Pass and Play for two to four. P pauses and M mutes.
Arrow Range is an archery game, and target archery is the sport it follows: arrows shot in ends from set distances at a face of rings scored from the centre outwards. Kiloo's game keeps that structure, down to X counts and the rule that an arrow on a line takes the better ring, and sets it at a fair with striped marquees, bunting, apple trees, a castle on the hill and a line of villagers who cheer a gold and groan at a miss.
What sets it apart is the bow rack. Besides the steady hunting bow there is a fast yew longbow and a horn recurve with a pin sight that reads the wind, and both open up as your Target Round score climbs, so getting better changes what you shoot with. The rounds suit different moods, from a careful scored round to a minute of popping balloons, and Pass and Play turns it into a contest for a family on one device. Arrow Range is made by Kiloo and fits a phone held upright as well as a wide screen.
Yes. Arrow Range is free to play in your browser on Kiloo. There is nothing to download and no account to create; pick a round and start shooting. Your best rounds are saved in the browser you play in.
Yes. On a phone or tablet you press and pull back to draw, drag to aim and lift your finger to shoot, and the range fits a phone held upright. On a computer you hold Space to draw, aim with the arrow keys and release to shoot.
Yes. Pass and Play hands one bow round two to four archers on the same device, each with their own name. For a contest against the computer, Knockout puts you up against three fair archers at Easy, Normal or Sharp, and the lowest score each end drops out.
The target face scores from ten in the middle down to one at the edge, with an X for the very centre, and an arrow touching a line takes the better ring. A Target Round is six ends of three arrows across 18, 30 and 50 metres, out of 180.
Arrow Range starts you with a steady hunting bow. A fast yew longbow and a horn recurve with a pin sight that reads the wind open up as your Target Round score improves, so shooting better rounds is the way to earn them.
Balloon Pop is a sixty-second round in Arrow Range where a field of colourful balloons rises in front of you. Pop as many as you can before time runs out, and pop the same colour twice running to double what it pays.
Putt, rally and play against a friend.

Steady the hand, let it go

Find the rhythm, clear the barriers


Pot your group, sink the 8, or race the clock

Nine holes, windmills and water

Solo or two players on one screen

Sixty seconds, one hot hand

Bend it over the wall

Hook it into the pocket

Time the swing, clear the wall

Tuck, launch, lean, telemark

Items, drifts and eight karts

Zero gravity, full throttle

Drop, match, grow the melon

Flip, ramp, orbit, multiball

Hop the road, dodge the train, ride the log

Step right up and pop a cork

Tap the cars out of a packed lot

Slide the cars, free the red one

Hook it, tow it, back it in

Slide, curl and sweep to the button
Arrow Range
Draw, breathe, release