Updates & Patch Notes

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

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:

  • Settings menu — difficulty select, volume controls, key remap UI.
  • Character customization — color palette swaps, unlockable skins.
  • Training mode — dummy enemy, combo counter, move-list overlay.
  • Story / dialogue — narrative between stages, boss intros, ending sequence.
  • Stage select — replay cleared stages with best-score tracking per stage.
  • Local 2P versus — second-player controls, VS screen, best-of-3 rounds.

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