Stickfront: Hero
Updates
What changed in the game, newest first.
01 — Releases
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Gold, Headquarters and new weapons
Every run now leaves something behind: the gold you pick up is kept, and Headquarters turns it into upgrades that go with Graphite into every run. Three new weapons and a new map open as you play, and two weapons can evolve.
- Gold: Crimson's soldiers may leave coins when they fall, crates can hold a pouch, the tank leaves a pile, and the page pays for the time you held it. It is kept whether the page is held or lost.
- Headquarters, on the title screen: rations for more health, a whetstone for every weapon, drill for a quicker step, a blotter for a longer reach, and the second page, which gets you back up once a run.
- The first run is the sword's; after it the bow and the pistol come on the cards and Headquarters opens. Players with runs behind them find it all open.
- The run's end shows the gold picked up, what the run opened, and the way to Headquarters.
- Three new weapons: the rifle, a heavy shot through a line of blots; the flamethrower, whose fire burns on through shields; and lightning, gear that jumps from blot to blot. The rifle and lightning open after two runs, the flamethrower after three.
- Evolutions: the bow at its last step with the inkwell becomes ink rain, the flamethrower with the powder keg becomes napalm.
- A weapon that takes the place of the one in hand now comes in one step higher, so taking it never wastes a level. The drone hits harder and sooner.
- A new map, the Forest, opens after two runs: a long page climbed along a trail through thick woods to the clearing where the giant blot waits, the first boss at a page's end. Bring it down to hold the page.
- Another, the Desert, opens after four runs: ten minutes on open sand round an oasis town, with a ruined fort, an oil field and General Crimson's camps guarding strongboxes of gold. Pick the map on the title screen.
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The first page: the Village
The hero page of the Stickfront notebook opens with a playable first run: one hero, three weapons and two pieces of gear, ink blots and General Crimson's troops, a tank, and a wide village to run through.
- The Village: a 168 by 168 meter map with cottages, a chapel, a depot, a pond, woods, hills and a fence round it.
- Sergeant Graphite with the sword in hand; a bow or a pistol can take its place on a level card, keeping its step. Gear beside it: grenades and a drone. Five steps each.
- Six powers: shield, boots, inkwell, bandage, compass and powder keg.
- Four blots: the walker, the runner, the spitter and the bloater, with waves, the closing ring and the last half minute.
- General Crimson's squads: shieldbearers in front, swordsmen behind, archers and later riflemen at the back; at the third minute Crimson's tank, whose shells land where you stood.
- Fair melee: a blot waits a moment in reach before its first bite, and after a bite the hero shrugs off the next ones for a moment.
- Bushes, small rocks and stumps stand in the way as well as the buildings, and the barn and the farmhouse stop a body at their corners.
- The run's end shows the time held against your best, what you felled, your level and ink, the tank, your kit, and the last blow.
- Supply crates with a field dressing, a magnet, power ink or an ink bomb, and barrels and a depot that go off.
- Made for a phone held upright: press anywhere and drag to walk, with a small map of the whole page under the timer.
- English and Turkish, light and dark themes, and a transfer code for your records.