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.
2026-05 — 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:
- 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.