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.
2026-08 — Three 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.
2026-08 — Newcomer 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.
2026-07 — Combat 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.
2026-06 — Roguelite 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.
2026-05 — Boss 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.
2026-04 — Dash, 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.
2026-03 — Four 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.
2026-02 — Ki 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.
2026-01 — BGM & 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.
2025-12 — Foundation
- 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.