Updates & Patch Notes

A reverse-chronological log of major changes to Super Stick Hero. This page collects the headline features so you can see where the game has been and where it's going.

2026-08Three New Campaign Bosses

  • Three new bosses extend the campaign finale before the Dragon King: Frost Sovereign (stage 15, a glacial zoner who walls you out with ice), Inferno Warlord (stage 16, a relentless fire rusher), and Void Harbinger (stage 17, a gravity-control guardian who drags you in and breaks your guard).
  • The Dragon King — and the secret ending + Hero Mode unlock — now cap the campaign at stage 18; endless procedural mode begins at stage 19.
  • Each new boss ships with three-phase AI, three signature moves, a screen-wide signature skill, and a distinct look (ice crown, flame horns, a cosmic void halo).
  • Full strategy deep-dive pages added for all three, in English and Korean, linked from the Bosses roster.

2026-08Newcomer Onboarding, Character Redesign & Polish

  • A MapleStory-style guided tutorial on stage 1 walks new players through movement, jumping, attacking, dashing, Ki charge, specials, and the awakening super — then points you to the full move list.
  • Onboarding stages eased hard: stage 1 is static training dummies and stage 2 enemies move but never attack, so you can safely learn every tool before the real fight.
  • Enemy movement speed on stage 3 and beyond was toned down so the difficulty curve after the tutorial feels smooth instead of a spike.
  • All four fighters redesigned with distinct silhouettes — Fighter’s spiky mane and red sash, Shadow’s masked face and trailing ribbons, Titan’s pauldrons and chest plate, and Sage’s glowing sigil with orbiting Ki orbs.
  • Sage finally has a true awakening — Ki Ascension (F + ↑) summons auto-striking Ki orbs that orbit and harass nearby enemies for the duration.
  • Crisper rendering at any screen size and pixel density, new atmospheric depth (horizon haze, drifting motes, a soft vignette), and Escape now opens the pause menu while in fullscreen.

2026-07Combat Overhaul, Awakenings & Boss Patterns

  • Controls reworked: Q/W/A/S handle Ki-free melee, while all Ki specials moved to dedicated D and F buttons that auto-aim at the nearest enemy.
  • Per-character signature attacks plus "awakening" supers — Fighter’s Blood Rage, Shadow’s Time Fracture (freezes every enemy), Titan’s Iron Fortress, and Sage’s beam arsenal.
  • Six new Ki-free melee specials (Uppercut, Elbow Smash, Dashing Straight, Palm Strike, Double Hammer, Spinning Heel Kick) and an input buffer so combos chain reliably.
  • Every boss now fights in learnable attack patterns with its own signature skill — Seismic Wave, Shadow Swarm, Cyclone, Venom Pool, Meteor Crash, Cross Slash — and specials run on a cooldown instead of Ki.
  • Dragon King warps behind you with a telegraphed, punishable strike so the teleport has real counter-play.
  • Three new enemy archetypes with distinct behavior: Gunner (ranged zoner), Charger (armored bull), and Leaper (pouncer).
  • Punchier feel: hit-stop, damage-scaled screen shake, hit flashes, and an anti-stunlock combo-break so crowds can’t chain you to death.
  • Normal stages now throw streaming hordes to mow through, while the pre-boss warm-up stages (1–4) were eased for newcomers.

2026-06Roguelite Progression, Modes & Settings

  • Roguelite upgrades: pick one of three boons on every stage clear — low-tier after normal stages, build-defining after bosses.
  • Secret ending and golden Hero Mode, unlocked by clearing the final campaign boss.
  • Settings menu: BGM/SFX volume sliders and Easy / Normal / Hard difficulty, saved to your browser.
  • Training mode: an endless dummy with infinite HP/Ki and toggleable idle/attack behavior.
  • Full Korean/English localization across the entire game and website.

2026-05Boss BGM & Hit Effects

  • Added three boss-specific BGM themes for Iron Fist, Shadow Lord, and Dragon King.
  • New hit effects pass: impact sparks, dust clouds, weapon-break VFX, and finishing-blow zoom.
  • Character select screen with four playable fighters.
  • Expanded weapon movesets — every weapon now has a full four-button command palette.
  • Controls remapped: arrow keys for movement, WESD for attacks.

2026-04Dash, Dodge, and Score System

  • Dash / dodge system added — directional dashes with Shift, invincible dodge roll, one air dash per jump.
  • Score and ranking system with combo multiplier (1.0× → 3.0×) and top-5 high scores in localStorage.
  • Stage clear bonus breakdown: base + HP + combo + time.

2026-03Four New Bosses

  • Added Storm Monk (stage 11), Venom Fang (stage 12), Titan (stage 13), and Phantom Blade (stage 14).
  • Each boss ships with three signature moves and three-phase AI.
  • Unique visual decorations for all seven bosses.
  • Dragon King at stage 15 now has an infinite Ki gauge — true endgame challenge.

2026-02Ki Gauge & Special Moves

  • Super Gauge (Ki) system introduced with six special moves: Ki Blast, Power Blast, Energy Dash, Ki Burst, Super Beam, Dragon Fist.
  • Projectile system supporting piercing, multi-hit, and anchored beams.
  • Ki visual effects: gauge HUD, aura, screen flash on ultimates.
  • Hold-to-charge mechanic (Q): 15 Ki/s, 1.5× incoming damage during charge.

2026-01BGM & Boss Fights

  • Eight-bit BGM sequencer added — four-channel synthesizer with fade in/out, pause/resume.
  • First boss fights: Iron Fist (stage 5) and Shadow Lord (stage 10).
  • Three-phase boss AI with HP-based escalation at 66% and 33%.
  • Synthesized SFX library expanded to 35 distinct sound effects via Web Audio API.

2025-12Foundation

  • Initial release: 4-button Tekken-style combat system with 40+ moves.
  • Wave-based stage progression with four enemy archetypes.
  • Three weapon classes (sword, staff, nunchaku) with weapon-specific movesets.
  • Combo, juggle, guard break, and grab & throw systems.
  • Eight background themes with weather particles.

What's Next?

The current roadmap, in rough priority order:

  • Save progress — persistent stage/score/unlocks so a run isn't lost on refresh.
  • Stage select — replay cleared stages with best-score tracking per stage.
  • Skill effect polish — bigger, more distinct visuals for signature and awakening moves.
  • Character customization — color palette swaps, unlockable skins.
  • Story / dialogue — narrative between stages, boss intros, ending sequence.
  • Local 2P versus — second-player controls, VS screen, best-of-3 rounds.

Have a feature request? Open an issue from our Contact page.