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Long-range shooting for mobile

Plinking Range / Mobile

Read the wind.
Make the shot.

Dial elevation, read changing wind, and shoot steel from 300 yards to one mile.

Coming to iPhone, iPad and Android. Two rifles included free.

View gameplay
In-game captureBullet replay / Wind reading / Through the scope

Platform availability

iPhone & iPad Coming soonAndroid Coming soon
Launch details

01 / The shot

Aim. Dial.
Fire.

Drag to aim, adjust elevation and windage, and fire. Impacts show where your shot landed; instant replay follows a successful hit.

Instant replay

Follow the bullet.

Replay a successful hit in slow motion. Watch the muzzle view, switch to the bullet-follow camera, and inspect the impact.

The bullet-follow camera tracking a round in flight toward the steel targets.
Practice / bullet in flight

Through the scope

1,000 yards to one mile.

Actual 35× scope views from the range. The same magnification, with more distance between you and the steel.

Plinking Range scope view at the 1,000-yard range setting, with 35× zoom and steel targets across the pasture.
1,000 yards35× / Practice
Plinking Range scope view at the one-mile range setting, with 35× zoom and the distant backstop beyond the nearer steel targets.
1 mile / 1,760 yards35× / Practice

Actual game screenshots captured in Unity. Interface and presentation may vary by device.

02 / Game modes

Four game modes.

Learn the controls, practice without a score, compete in Challenges, or take on waves of Zombies.

A hands-on elevation lesson in Range School.
01 / Guided lessons

Range School

Learn aiming, elevation, wind calls, and instruments through guided shooting lessons. Complete the exercise before moving to the next skill.

The Barrett M82A1 on the firing line in 600-yard Practice.
02 / Open practice

Practice

Choose 300, 600, 800, 1,000 yards, or one mile. Shoot fixed or moving steel, try the instruments, and review your hits and group spread.

The in-game challenge selection, including 1 MOA at 1,000 yards and one mile.
03 / Scored shooting

Challenges

Shoot defined objectives with round limits and changing conditions, including 1 MOA at 1,000 yards and one-mile challenges. Submit eligible scores to the leaderboards.

Zombies advancing across the range in the wave survival mode.
04 / Wave survival

Zombies

Shoot approaching zombies before they reach your position. Prioritize targets, manage your shots, and survive successive waves.

03 / The armory

20 weapons.
Two are free.

The Barrett M82A1 and suppressed Tikka T3x Varmint are free starter rifles. Both are available from the start.

Eighteen additional weapons are available as individual, one-time in-app purchases.

Free rifles

No weapon purchase required

.50 BMGFree · Included
The in-game Barrett M82A1, with scope and bipod.

Barrett M82A1

A .50 BMG rifle with a 7–35× long-range tree reticle. Included free with the game.

.308 WinchesterFree · Included
The in-game Tikka T3x Varmint with wooden stock, scope and suppressor.

Tikka T3x Varmint

A suppressed .308 bolt-action with a 4–16× duplex scope and manual bolt cycle. Included free with the game.

Additional weapons

Optional one-time purchases. Each weapon has its own caliber, optic, and game profile.

Individual purchases / USD

Current US catalog prices. Local prices and availability may vary; the platform store shows the final price before purchase. All equipment shown is in-game content.

04 / Ballistics

The ballistics
engine.

A three-dimensional flight model calculates drop, wind deflection, and remaining velocity. G1/G7 drag, Coriolis, spin drift, and aerodynamic jump are part of each shot.

01 / G1 & G7 drag models

Drag has
a speed curve.

Drag changes as a projectile slows. The engine samples a G1 or G7 reference curve using its speed relative to the air and the local speed of sound.

Each ammunition profile pairs its curve with a ballistic coefficient (BC). Profiles with speed-banded data interpolate between BC values as Mach changes; others use a constant BC.

Mach 1

The local speed of sound. The sharp rise around Mach 1 is captured in the reference tables.

Reference drag data
G1G7
G1 and G7 reference drag curvesDrag coefficient against Mach number, from zero to four. Both reference curves rise sharply around the speed of sound, then fall. The G1 and G7 curves use different reference values and must be paired with their own ballistic coefficients.Drag coefficient0.00.20.40.6Mach 101234Speed / Mach
G1 and G7 reference samples used by the engine. Each curve requires its matching ballistic coefficient.

3D point-mass simulation

Position. Velocity. Time.

The engine advances the projectile in three dimensions, updating its position and velocity as gravity and aerodynamic forces act. A shot is calculated independently of the display frame rate.

480
Default calculation steps per second
RK4
Fourth-order Runge–Kutta integration
Three-dimensional flight geometryAn angled diagram shows a curved flight path above a range plane, from launch to impact. Height and lateral displacement are tracked along with downrange travel. The shape is exaggerated and not to scale.LaunchDropDriftDownrangeFlight path
Flight geometry / schematic, not to scale
02 / Flight

Gravity & flight time

Gravity acts throughout the flight. As drag reduces speed, the projectile spends longer in the air. The solver records time of flight, remaining speed, Mach number, and energy at impact.

03 / Wind

Gusts along the range

Wind changes with position and time, including gusts, direction shifts, and an authored shelter region. The trajectory, wind ribbons, and foliage share the same field. A bench reading is only a local snapshot.

04 / Atmosphere

Air density & sound speed

Temperature, station pressure, and humidity determine air density and sound speed. Density changes drag; sound speed sets the Mach value. Atmospheric density remains uniform during each flight.

05 / Spin drift

Twist & stability

An empirical drift model depends on flight time, twist rate, twist direction, and gyroscopic stability (Sg). Current rifle profiles use estimated stability. The engine also supports Miller estimates when complete sourced projectile geometry is available.

06 / Coriolis

Earth’s rotation

The solver includes Coriolis acceleration throughout the flight. Latitude, shot bearing, and projectile velocity determine its direction and magnitude. The game uses configured range coordinates and bearing.

07 / Aerodynamic jump

Crosswind at launch

Muzzle crosswind adds a small vertical launch-angle adjustment. Its direction depends on barrel twist, and its size uses estimated stability. This is a calibrated approximation rather than a full rotating-projectile model.

Spin drift

Top view / right-hand twist
Spin drift over flight timeViewed from above, a shot travels from left to right. The orange path gradually separates from a dashed reference line toward the right-hand side of the shot’s direction of travel. The drift is exaggerated for illustration. LaunchDownrange →Reference pathSpin drift Time in flight
Illustrated right-hand twist. Drift is exaggerated; this is not a calculated trajectory.

Coriolis

Earth’s rotating frame
Coriolis deflection in Earth’s rotating frameA wireframe globe shows Earth’s rotation. On its surface, an orange path diverges slightly from a dashed reference path. This schematic illustrates deflection relative to the rotating Earth; its direction and magnitude depend on latitude, bearing, and velocity. RotationDeflectionLaunch
Schematic, not to scale. Deflection varies with latitude and shot bearing.

Aerodynamic jump

At the muzzle

Crosswind changes the bullet’s initial vertical angle. The flight model carries that small change downrange.

Reverse the crosswind or the barrel’s twist direction, and the jump reverses too.

Crosswind changes the launch angle An oblique view of the muzzle shows crosswind passing across the barrel. An orange line leaves the muzzle at a slightly higher vertical angle than a dashed reference line. The upward example is exaggerated: the jump can be up or down depending on crosswind and barrel twist. These lines show launch directions, not complete trajectories. Crosswind at launchAdjusted directionReference directionMuzzleVertical angle
Upward example; angle exaggerated. Launch directions only, not full trajectories.

From the scope to the impact

What else shapes the shot.

08

Sight height & zero

The muzzle starts below the scope’s line of sight. A fixed reference zero sets the bore angle; MOA or MIL adjustments change the launch direction. Scope cant rotates those correction axes.

The solver supports cant and vertical wind; the live range currently leaves both at zero.

09

Dispersion & cold bore

Rifle profiles add variation to launch direction and muzzle velocity. The first round also receives the profile’s cold-bore offsets. The chronograph records that round’s actual launch speed.

The computer calculates a nominal solution; it does not cancel random shot variation.

10

Moving-target lead

A moving target keeps traveling while the bullet is in flight. The computer iterates its prediction using the target’s position at the expected arrival time. Hit checks use the target’s position when the shot reaches it.

11

Optics & magnification

Each weapon has its own sight configuration and zoom range. Magnification changes the field of view. Marked precision reticles use first-focal-plane angular geometry, keeping their angular spacing consistent as zoom changes. Scope shading also responds to magnification and eye offset.

12

Ground contact & replay

Misses are checked against the range’s ground-height model. The recorded flight is shortened at detected terrain contact so the tracer and impact resolve together. Successful-hit replay follows the saved flight.

13

Bullet wake

A visible wake follows the recorded projectile path. It drifts with the wind and broadens as it fades. Added turbulence is a visual effect; it does not alter the bullet’s flight.

Plinking Range uses gameplay approximations. Its ballistic profiles and secondary effects are not validated firing data.

05 / Equipment

Measure.
Then adjust.

All three instruments are available to try in Practice. Purchase them individually or as a bundle for use where the mode’s equipment rules allow.

Practice ballistics computer: 600 yards, 2812 fps measured velocity, and an 8.9 mph wind reading; solution 2.8 MIL up and 0.6 MIL left.
600-yard Practice / measured velocity + sampled wind
01

Wind meter

$0.99

Measure wind speed and direction at the bench. The reading stays fixed until you sample again; it does not reveal the wind farther downrange.

02

Chronograph

$0.99

Record each shot’s muzzle velocity and review the session average. Load the last shot’s measurement into the computer.

03

Ballistics computer

$1.99

Calculate elevation and windage for the selected game rifle using your distance, wind reading, and measured velocity. Apply the result to the scope; changing wind can make a reading stale.

All three: Precision Tools Bundle · $2.99US catalog prices. Final local prices shown in the store.

06 / Player profile

Scores.
Progress.
Your collection.

Community rules
01

Gamer tags & leaderboards

Choose a gamer tag and opt into public leaderboards to submit eligible Challenge and Zombies scores. Practice results are unranked.

02

Saved progress

Sign in to save progress to your account. Guest progress stays on the device and is lost if the app’s local data is deleted.

03

Optional public collections

Add a short bio and publish your collection for other players to view from your scores. Collections are private by default and can be made private again.

Report inappropriate profiles in-game. Block a player to hide their profile and scores on your device.

Support

Questions
& answers.

Need help with your account or a purchase?

Visit player support
Where can I play Plinking Range?

Plinking Range is coming to iPhone, iPad, and Android. Public launch is pending Android testing and store approval. Verified download links will appear here when the game is available.

Do I need an account?

You can start as a guest with progress saved on your device. A Plinking Range account is required for purchases, cloud progress, and leaderboard submissions. Sign in using email, Google, or Apple where available.

What’s included, and what can I buy?

The Barrett M82A1 and suppressed Tikka T3x Varmint are included. Additional weapons and precision instruments are optional one-time in-app purchases. The platform store confirms the final local price before you buy. Sign into the Plinking Range account you use for your purchases.

How do I recover a purchase or missing progress?

Use your original Plinking Range account and sign-in method, check that the store completed the purchase, connect to the internet, and reopen the game. Guest progress is local; don’t delete app data while troubleshooting. See purchase and account help.

How do I get help or delete my account?

Email djfracking@gmail.com for help. You can delete your account in Profile → Account settings → Delete account, or request deletion by email. See our Privacy Policy for data choices.

Plinking Range / Coming soon

Coming soon.

Coming to iPhone, iPad and Android.
Public launch follows Android testing and store approval.

View gameplay

No release date yet. Check back here for official store links.