Open for playtesting

Stickfinity

A survival shooter that runs in the browser. You are a white ink stick figure in a dark arena, the monsters keep coming, and every tenth level a ruler is waiting. This guide goes through all ten worlds and their hundred levels, every monster and how it fights, and what happens after level 100.

10worlds
100levels, then endless ones
55monsters
10rulers
A level past 100: Dragon's Keep and Deep Freeze in one arena
Level 104. Past level 100 the worlds break apart, and two of them can share an arena: here Dragon's Keep, ringed with lava, and Deep Freeze, with its sheets of ice.

Play it at stickfinity.net⁠. It needs a keyboard and a mouse.

This guide gives everything away, the last world and its ruler included.

How a run works

A run starts at level 1 and goes on until you die. Every level follows the same steps.

  1. Fight the level. Clear its monsters or outlast its clock. Cover blocks movement and bullets, yours and theirs.
  2. Collect. Every kill drops a coin. Kills, accuracy, staying untouched and time left on the clock all turn into XP when the level ends.
  3. Rank up. Each time your XP crosses the next threshold you pick one of three upgrades. They last the whole run, and picking one again stacks it.
  4. Visit the Loadout Lab. From level 5, coins buy secondary weapons. From level 10, XP buys Limit Breaks.
  5. Every tenth level, fight a ruler. The world's boss. There is no clock: the level ends when the ruler does.

There is no save. Die and the run starts over at level 1, unless you are holding an Extra Life.

The upgrade picker
Rank up: three cards, coloured by rarity.
The Loadout Lab
The Loadout Lab, between levels.
WASDMove
LeftAim with the mouse. Click or hold to fire or slash.
RightUse the secondary weapon in your hand
QESwitch secondary weapon
SpaceLimit Break, when the gauge is full
EscPause

The fighters

The hero is a stick figure drawn in white ink, the one thing on screen that is not pixel art. You choose a fighter before each run, and the choice decides which upgrades you are offered.

The Gunslinger

Gunslinger

Pistol, ranged.

Fires from a distance. Upgrades add bullets, pierce, bounces, explosions and headshots, and can swap the pistol for one of five unique guns: the Hand Cannon, the Railgun, the AK69, the Shotgun or the Beam Cannon.

The Soldier

Soldier

Katana, melee.

Slashes everything in an arc in front. Every hit taken up close sends part of the damage back. Upgrades widen the swing, grow the blade into a Buster Sword or the Masamune, and add Ninja Stars and Shadow Step.

A third fighter, the Mage, is shown in the game as a locked card marked coming soon.

Your kit

The monster entries below mention Limit Breaks, buffs, fire and explosions. This is where those come from.

Upgrades

44 in all: 13 that either fighter can find, 17 for the Gunslinger and 14 for the Soldier.

They come in five rarities: Common, Uncommon, Rare, Epic and Legendary. Rarer cards are stronger and turn up less often.

Secondary weapons

Bought with coins in the Loadout Lab. Right-click uses the one in your hand.

Rocket
Shoulder it, aim for 2 seconds, launch. Big blast, long cooldown.
Grenade
Lobbed at your reticle. Short fuse, medium blast, quick cooldown.
Molotov
Thrown ahead, bursts into a fire zone. Enemies keep burning after they leave it.
Ninja Stars
A Soldier upgrade, not bought. Throws a star at your aim.

Pickups

Buffs are glowing pickups that last a few seconds.

Overdrive
Fire rate +150% for the Gunslinger.
Aegis
Incoming damage -75%.
Adrenaline
Move speed +50%.
Marksman
Damage dealt +100% (2x).
Berserk
Damage dealt +50%, but incoming damage +25%.
Health
A green cross drops every 15 kills (every 20 from level 20) and heals 35% of your health.
Coins
Every kill drops one where the monster fell. Walk over it to collect.

Limit Breaks

Kills fill a gauge. When it is full, Space unleashes the Limit Break you have equipped. Most rulers have a weak point that a Limit Break opens up.

Berserker's Wrath
Fire rate and damage burst. Higher tiers add an activation shockwave.
Bubble Shield
Big damage reduction while active. Higher tiers add reflect and regen.
Knockback Nova
Instantly blasts and damages every nearby enemy away from you.
Beam Blaster
Channel a continuous damage beam in your aim direction.
Time Dilation
Slows every enemy in the arena while you move at full speed.
Phase Cloak
Invulnerable and much faster. Higher tiers add a damage boost too.
Confusion
Nearby enemies turn on each other instead of you. Higher tiers reach further and hit harder.
Blast Shot
Your gun shakes and charges on its own: after a moment it unleashes one electric blast that tears through everything in its path, dealing bonus damage to bosses.

The cast

All 55 monsters and the ten rulers, world by world. Pick one to jump to its entry. The outlined tile at the end of each row is the ruler.

The ten worlds

Each world is ten levels. New monsters arrive one or two at a time over the first six levels, the world's hazards come in after them, and the tenth level is the ruler. The first four worlds use only their own monsters. From Dragon's Keep to the Dreamscape, monsters from earlier worlds turn up alongside the new ones, and the last world is all its own again.

Every monster has a second look: a veteran one once it has been in the game for 20 levels, and for a ruler, an enraged one.

World 1 · levels 1 to 10

Dead City

A ruined rooftop city at night: cracked concrete, streetlights, zombies. The first world teaches dodging tells, headshots and staying out of acid.

Dead City in play
Dead City, level 8: Walkers, a Crawler, a Spitter, a Bloater and a Bat. The grates in the floor are steam vents.
Walker

Walker from level 1

Shambles in, raises its arms (the tell), hits, then backs off.

Crawler

Crawler from level 3

Springs at you from close range. Its head is tiny, so headshots are hard.

Spitter

Spitter from level 5

Rears up and lobs acid. The puddle keeps burning for a few seconds.

Bat

Bat from level 7

Hangs back, then charges in a straight line. Sidestep it.

Bloater

Bloater from level 8

Slow and fat. When it dies it bursts into toxic gas that hurts you and heals every monster standing in it.

Hazards

  • Acid puddles from Spitters hurt you, never the monsters.
  • A Bloater's gas hurts you and heals monsters inside it.
  • Levels 7 to 9: steam vents hiss, then blast anything standing on the grate, monsters included.
Mother Rot
Normal
Mother Rot, enraged
Enraged

Ruler · level 10

Mother Rot

  • Her head is the weak spot and takes double damage.
  • Sprays a fan of acid globs every few seconds.
  • Squeezes out a crowd of Walkers every 22 seconds.
  • At half health she releases three Bloaters and speeds up.
Mother Rot fight
Level 10: Mother Rot.

World 2 · levels 11 to 20

Invasion

An alien landing deck: steel plates, hazard stripes, crates. The second world is about priorities: kill the support units first.

Invasion in play
Invasion, level 18: Aliens, a pack of Scouts, a Cloner and an Abductor. The posts are laser fences, and one Alien is under a Shield Drone's shield.
Alien

Alien from level 11

Keeps its distance and fires bolts. Close in on it.

Scout

Scout from level 13

packs of 3

Comes in packs of three. Fast, hits and runs.

Abductor

Abductor from level 15

flies

Flies. Locks a tractor beam on you and drags you toward it. Walk against the pull.

Cloner

Cloner from level 16

Splits into two weaker Clones when it dies.

Shield Drone

Shield Drone from level 17

flies

Flies. Shields the aliens near it, so they shrug off most damage. Kill it first.

Hazards

  • Tractor beams drag you (walk against the pull).
  • Levels 17 to 19: laser fences switch on and off. The line on the floor hurts.
The Mothership
Normal
The Mothership, enraged
Enraged
Shield generator
Shield generator

Ruler · level 20

The Mothership

  • Three shield generators make her hull soak 90% of damage. Destroy them first.
  • Limit Breaks punch straight through any shield.
  • Laser grid: lines across the whole deck warn, then fire. Stand in a gap.
  • Abduction beam pulls you under her, and she drops packs of Scouts.
  • At half health the generators come back.
The Mothership fight
Level 20: the Mothership, shielded, with beams running to her generators.

World 3 · levels 21 to 30

Infernal Circus

A haunted big top: a sawdust ring, drums, a carousel. The third world is about reading tells under pressure. Clowns die laughing.

Infernal Circus in play
Infernal Circus, level 28: the carousel at the top of the ring and two pendulum blades swinging.
Clown Bomber

Clown Bomber from level 21

Lobs bombs with a short fuse at where you are standing.

Oni Strongman

Oni Strongman from level 22

Chases and slaps. When you are near it raises both fists (a red ring grows at its feet), then slams the ground.

Juggler

Juggler from level 23

Stops, holds the knives up (the tell), then throws a fan of them.

Jack-in-the-Box

Jack-in-the-Box from level 24

Sits closed until you get close, then pops out. It can be shot while closed.

Fire-Breather

Fire-Breather from level 25

Winds up, then breathes a cone of fire. Stay out of its face.

Hazards

  • Levels 24 to 29: the carousel. Its horses are real cover, and they move. Stand on the platform and it carries you round.
  • Levels 27 to 29: pendulum blades swing along a line and cut anything in the way, monsters too.
The Ringmaster
Normal
The Ringmaster, enraged
Enraged

Ruler · level 30

The Ringmaster

  • Runs a new act every 20 seconds: knives (with Jugglers), fire (with Fire-Breathers) or blades (pendulums and Clown Bombers).
  • His whip steals a quarter of your Limit gauge, so spend it.
  • Below half health: the final act. Shorter acts and a faster whip.
The Ringmaster fight
Level 30: the Ringmaster with two of his Jugglers.

World 4 · levels 31 to 40

The Hive

A nest of webs and egg clusters. The fourth world is about space: webs slow you, things come from under the floor, then the lights go out.

The Hive in play
The Hive, level 36: a pack of Spiders, an Egg Sac, a Widow, a Web Spitter, and the mound of a Burrower under the floor.
Spider

Spider from level 31

packs of 4

Spiders come in fours. Small, fast, weak alone.

Web Spitter

Web Spitter from level 32

Spits webs that stick to the floor. You move at 45% speed in them.

Egg Sac

Egg Sac from level 33

Sits still and hatches spiders unless you break it first.

Burrower

Burrower from level 34

Travels underground where it cannot be hurt. The ground cracks under you, then it erupts.

Widow

Widow from level 36

Fast, and its bite poisons you for a few seconds.

Hazards

  • Webs slow you to 45% speed.
  • Poison keeps ticking after a Widow bite.
  • Levels 37 to 39: blackout. Only your shots light the arena.
The Brood Queen
Normal
The Brood Queen, enraged
Enraged

Ruler · level 40

The Brood Queen

  • Climbs into the dark where she cannot be hit. Her shadow hunts you, locks, then she drops on it.
  • Spits webs around you and lays Egg Sacs.
  • Below 30% the lights go out for good. A Limit Break lights up the nest.
The Brood Queen fight
Level 40: the Brood Queen.

World 5 · levels 41 to 50

Dragon's Keep

A castle hall of flagstones and braziers. Veterans of every earlier world fight beside the dragon's servants. The glowing cracks in the floor are decoration: real lava arrives with the Magma Golem's footprints at 42, the rising edges at 47 and the Overlord's lake at 50.

Dragon's Keep in play
Dragon's Keep, level 47: the lava is up round the edges and a Magma Golem is leaving footprints.
Wyvern Hatchling

Wyvern Hatchling from level 41

flies

Flies. Circles you, then dives in a straight line.

Magma Golem

Magma Golem from level 42

Slow and heavy. Every footprint is a small pool of lava.

Dragon Priest

Dragon Priest from level 44

Stays back. Wards the monsters near him (they take 50% less damage) and heals them.

Dragon Knight

Dragon Knight from level 45

His shield stops shots from the front and turns slowly. Get round him or use explosives.

Hazards

  • Levels 47 to 49: the edges flood with rising lava now and then.
  • Meteors fall where the rings are. Each one leaves a lava scar.
The Overlord
Normal
The Overlord, enraged
Enraged

Ruler · level 50

The Overlord

  • Breathes fire in a wide cone.
  • At two thirds health he takes to the air for 14 seconds: meteors rain on you and he dives.
  • At one third he fights on a lake of lava. His armour soaks 75% of damage until a Limit Break cracks it for 6 seconds.
The Overlord fight
Level 50: the Overlord, on the ground in his first phase.

World 6 · levels 51 to 60

Deep Freeze

An Arctic research outpost at night: wind-packed snow, crates, generators, floodlights. The sixth world is about footing: ice you slide on, a chill that builds to a freeze, and snow banks that hide what is inside them.

Deep Freeze in play
Deep Freeze, level 57: sheets of ice, two whiteouts, a Yeti with a boulder up.
Yeti

Yeti from level 51

Chases and swipes. At range it lifts a snow boulder (the tell) and hurls it at where you stood. The boulder leaves a sheet of ice.

Frost Wraith

Frost Wraith from level 52

flies

Flies over cover. Every touch chills you and slows you down. The third freezes you solid for a moment.

Snowball

Snowball from level 53

Rolls at you and grows as it goes: more health, a bigger hit. Kill it while it is small. A big one bursts when it reaches you.

Mimic

Mimic from level 55

Lies still, looking like a gold coin or a health cross. Shots and swings pass over it. Come close, wait too long or catch it in a blast, and it shakes, then bites.

Hazards

  • Levels 54 to 59: sheets of ice. You slide on them.
  • Every Yeti boulder leaves another sheet of ice where it lands.
  • Three chills from Frost Wraiths freeze you solid for a moment: no moving, no shooting.
  • Levels 57 to 59: whiteouts. Snow banks drift across the arena and hide anything inside.
The Thing in the Ice
Thawed
The Thing in the Ice, enraged
Enraged
One of its three pieces
One of its three pieces

Ruler · level 60

The Thing in the Ice

  • It starts frozen in a block of ice and cannot be hurt. Bullets and blades only chip the ice. Fire, explosions and hits during a Limit Break melt it fast, and it thaws on its own after 28 seconds. It sprays ice shards while it waits.
  • Once it is free it chases you and copies moves it has seen: a dash, a ground slam, an acid spit, ice shards.
  • At 30% health it splits into three pieces. Kill all three within 6 seconds of the first, or the dead ones re-form.
The Thing in the Ice fight
Level 60: the Thing in the Ice, still frozen in its block and spraying shards.

World 7 · levels 61 to 70

The Wildwood

An enchanted forest at night: moss, roots, glowing mushrooms, standing stones. The seventh world takes control away from you: roots hold you, a gaze turns you to stone, fairies take your buffs.

The Wildwood in play
The Wildwood, level 67: fairy rings, brambles, a Will-o'-wisp about to burst.
Treant

Treant from level 61

Slow. It raises its arms (the tell) and a ring of roots grows where you stand. If you are still there when they burst, they hold you in place. You can keep shooting.

Will-o'-wisp

Will-o'-wisp from level 62

flies

Drifts at you. Up close it flickers and swells, its blast ring showing, then bursts. Shoot it first.

Fairy

Fairy from level 63

flies

Darts in, steals your active buffs and five coins, and flees. Kill it and you get everything back.

Basilisk

Basilisk from level 65

Slithers in and bites. Keep your aim on it for 1.6 seconds and its gaze turns you to stone for a moment. Look away to break it.

Jackalope

Jackalope from level 66

packs of 3

Come in threes. They crouch, then charge antlers first.

Hazards

  • Levels 64 to 69: fairy rings. Step into one ring of mushrooms and you come out of another. Monsters do too.
  • Levels 67 to 69: brambles. They slow you to 55% speed and scratch.
The Hydra
The body
The Hydra, enraged
Enraged
A head
A head

Ruler · level 70

The Hydra

  • The body cannot be hurt while it has heads. It starts with three, and they bite and spit acid.
  • Cut a head off and two grow back from the stump after 5 seconds, up to seven heads.
  • Burn the stump first and nothing grows back: fire, an explosion, or any Limit Break (that burns every open stump).
  • With no heads left, the body is open.
The Hydra fight
Level 70: the Hydra with three heads.

World 8 · levels 71 to 80

Night Parade

A shrine street at night: raked gravel, stone lanterns, torii gates, falling petals. The monsters are yokai from Japanese folklore, and the eighth world is about knowing each one's trick.

Night Parade in play
Night Parade, level 77: torii gates, and the parade marching down the lane on the right.
Umbrella Yokai

Umbrella Yokai from level 71

Crouches for a beat, then hops at you in an arc, straight over cover. Landing on you hurts.

Lantern Ghost

Lantern Ghost from level 72

flies

Flies. Opens its mouth (the tell), then breathes a cone of fire.

Kappa

Kappa from level 73

Armoured: it takes half damage. A headshot or an explosion spills the water on its head, stuns it for 2 seconds and leaves it soft until the dish refills.

Kitsune

Kitsune from level 75

Every 6 seconds the real one makes two copies of itself. The copies do no harm and vanish when hit. Only the real one casts a shadow.

Rokurokubi

Rokurokubi from level 76

Keeps her distance. A line shows where her neck will go, then her head strikes along it, over any cover.

Hazards

  • Levels 74 to 79: torii gates. Monsters walk into one gate and out of another.
  • Levels 77 to 79: the night parade. A lane is marked, then spirits march down it. It hurts, and it carries you along.
Gashadokuro
Normal
Gashadokuro, enraged
Enraged
A hand
A hand

Ruler · level 80

Gashadokuro

  • A giant skeleton at the top of the arena. The skull's armour soaks 75% of damage.
  • Its two hands track you, then slam. A hand stays stuck in the floor for a second: hit it then.
  • Break both hands, or use a Limit Break, and the skull is knocked down for 6 seconds and takes full damage.
  • It rains bones, seven at a time. The hands grow back 12 seconds after it gets up.
Gashadokuro fight
Level 80: Gashadokuro. The red circles mark where its bones will land.

World 9 · levels 81 to 90

The Dreamscape

A desert at dusk where nothing is quite right: long hard shadows, drawers set in the sand, clocks gone soft in the heat. The ninth world bends the rules: time, the floor, even the arena you stand in.

The Dreamscape in play
The Dreamscape, level 87: three melting clocks, two holes in the floor, a Stilt Elephant mid-stride.
Ant

Ant from level 81

packs of 5

Come in fives. Fast, weak alone.

Stilt Elephant

Stilt Elephant from level 82

Does not chase. It strides across the arena in straight lines, over cover, and stomps a ring where each foot lands. Its body is high on its stilts: shoot it there.

Drawer Man

Drawer Man from level 83

Keeps his distance, opens his drawers (the tell) and throws what is inside: a key (a fast shot), two ants, or a lit match that leaves fire.

Floating Eye

Floating Eye from level 85

flies

Flies. A red line tracks you while it charges, locks, then the beam fires along it. Cover stops the beam. Step aside once the line locks.

Melted Man

Melted Man from level 86

Melts into a puddle that cannot be hurt, slides under you (a ring shows where) and rises.

Hazards

  • Levels 84 to 89: melting clocks. Time runs at half speed in the blue pools and one and a half times in the orange ones, for you, the monsters and every shot.
  • Levels 87 to 89: the melting floor. Holes open (a dashed outline warns), close and move. You can shoot across them, not walk.
The Painter
Normal
The Painter, enraged
Enraged

Ruler · level 90

The Painter

  • Keeps its distance and lobs paint that burns where it lands.
  • Every 7 seconds it paints two monsters into being, at half health.
  • Every 9 seconds it wipes out two pieces of cover and paints two new ones.
  • Below half health it repaints the whole arena as another world, every 15 seconds.
  • Any Limit Break washes its paint away: every painted monster vanishes.
The Painter fight
Level 90: the Painter, with two monsters it has just painted.

World 10 · levels 91 to 100

Nekoshi & Friends

An easter egg. Nekoshi & Friends is a desktop-pet app from the same maker, and its pets are the monsters here, a new friend or two every level. The arena is that app's website (nekoshi.app) at night, drawn as a desktop: a browser window, desk icons, and a taskbar whose clock tells the real time.

Nekoshi & Friends in play
Nekoshi & Friends, level 99: every friend at once, with holes and puddles on the desktop.
Toy Mouse

Toy Mouse from level 91

A toy mouse. Fast, weak. Giant Nekoshi throws them.

Boo

Boo from level 91

flies

Floats through cover and fades away now and then. While it is gone it cannot be hit, cannot hurt you, and closes in fast.

Squib

Squib from level 92

Keeps its distance and squirts ink at where you are heading. A hit covers your whole screen for a few seconds. A miss leaves a cloud you cannot see through. Then it darts in.

Bolt

Bolt from level 93

Keeps its distance and fires discs that bounce off cover and the arena's edges three times.

Peep

Peep from level 94

flies

Flies. Passes over you and drops something as it goes by. A ring shows where it lands.

Fang

Fang from level 94

flies

Flies. Flutters round you, rears back (the tell), then dives straight through where you were.

Bonzo

Bonzo from level 95

Swings in on a vine, over cover, and throws poop. Where it lands stays slippery for 8 seconds.

Digs

Digs from level 96

Tunnels to the hole nearest you, peeks out (the tell), pops up and throws dirt, then ducks back down. It cannot be hurt underground.

Gloop

Gloop from level 97

Slow. Splits into two Glooplings when it dies.

Sporey

Sporey from level 98

Waddles after you and puffs a cloud of spores that stings while you stand in it.

Hopkin

Hopkin from level 98

Hops to range and aims (a dotted line). Its tongue grabs you and reels you in.

Upa

Upa from level 99

Once it is hurt it runs to the nearest puddle and heals there, unless you keep hitting it.

Hazards

  • Level 92: the floor is flooded. You move at 80% speed, and Squib swims faster.
  • Levels 96, 97 and 99: holes. Digs comes up through the one nearest you.
  • Levels 97 to 99: mugs fall off the shelf. A shadow shows where each one lands.
  • Level 99: puddles. Upa heals in them.
Giant Nekoshi
Normal
Giant Nekoshi, angry
Angry
Pochi
Pochi
Toy mouse
Toy mouse

Ruler · level 100

Giant Nekoshi

  • Pads after you and swats. Every three seconds or so it picks a move: toy mice, a ball that bounces off the walls, yarn that tangles your feet, a hiss that knocks you back, mugs off the shelf, or zoomies.
  • Zoomies are three straight dashes across the arena, over cover. It is dizzy for a moment after.
  • Every 20 seconds it naps for 4.5 seconds. While it naps, everything hits it twice as hard.
  • At half health it gets angry, and Pochi the dog turns up on your side. Pochi catches the mice and bites Nekoshi.
Giant Nekoshi fight
Level 100: Giant Nekoshi throwing toy mice.
Giant Nekoshi asleep
Giant Nekoshi asleep. For 4.5 seconds everything hits it twice as hard.
Squib's ink covering the screen on level 92
Level 92, a moment after Squib's ink lands: it covers the whole screen, then clears.

Level by level

One card per level: the floor as the level starts (click it for the full size), what the game announces, who turns up and which hazards are switched on. Cover is placed fresh every time you play, so the walls move between runs. The floor, the hazards and the monsters do not.

Dead City levels 1 to 10 · world notes

Level 3 floor plan

Level 3

New: Crawler. Springs when you get close. Tiny head.

No hazards

Level 5 floor plan

Level 5

New: Spitter. Lobs acid. The puddles hurt, so keep moving.

No hazards

Level 7 floor plan

Level 7

New: Bat. Charges in a straight line.

Steam Vents. A blast hurts anything on the grate. Monsters too.

Steam vents (2)

Level 8 floor plan

Level 8

New: Bloater. Pops into toxic gas that hurts you and heals monsters. Kill it away from the others.

Steam vents (3)

Level 10 floor plan

Level 10 Ruler

Mother Rot. Ruler of the Dead City. Her head is the weak spot.

Mother Rot⁠. No clock: the level ends when the ruler does.

Invasion levels 11 to 20 · world notes

Level 11 floor plan

Level 11

New: Alien. Keeps its distance and shoots. Close in.

No hazards

Level 12 floor plan

Level 12

No hazards

Level 13 floor plan

Level 13

New: Scouts. Small and fast, in packs. They hit and run.

No hazards

Level 15 floor plan

Level 15

New: Abductor. Its beam drags you toward it. Pull away or shoot it down.

No hazards

Level 17 floor plan

Level 17

New: Shield Drone. Shields the aliens near it. Kill it first.

Laser Fences. Beams switch on and off. Don't stand in one.

Laser fences (2)

Level 20 floor plan

Level 20 Ruler

The Mothership. Destroy her shield generators, then her hull. Limit Breaks punch through the shield.

The Mothership⁠. No clock: the level ends when the ruler does.

Infernal Circus levels 21 to 30 · world notes

Level 21 floor plan

Level 21

New: Clown Bomber. Lobs bombs with a short fuse. Keep moving.

No hazards

Level 30 floor plan

Level 30 Ruler

The Ringmaster. A new act every 20 seconds. His whip steals your Limit gauge, so spend it.

The Ringmaster⁠. No clock: the level ends when the ruler does.

The Hive levels 31 to 40 · world notes

Level 31 floor plan

Level 31

New: Spider Swarms. They come in fours. Keep moving.

No hazards

Level 32 floor plan

Level 32

New: Web Spitter. Its webs stick. You slow down in them.

No hazards

Level 40 floor plan

Level 40 Ruler

The Brood Queen. She drops from the dark where her shadow falls. Limit Breaks light up the nest.

The Brood Queen⁠. No clock: the level ends when the ruler does.

Dragon's Keep levels 41 to 50 · world notes

Level 50 floor plan

Level 50 Ruler

The Overlord. He takes to the air, then fights on a lake of lava. Only a Limit Break cracks his last armour.

The Overlord⁠. No clock: the level ends when the ruler does.

Deep Freeze levels 51 to 60 · world notes

Level 51 floor plan

Level 51

New: Yeti. Throws boulders that leave ice where they land.

No hazards

Level 60 floor plan

Level 60 Ruler

The Thing in the Ice. Frozen solid. Fire and explosions crack the ice, then it copies what it has seen.

The Thing in the Ice⁠. No clock: the level ends when the ruler does.

The Wildwood levels 61 to 70 · world notes

Level 61 floor plan

Level 61

New: Treant. When it raises its arms, move: roots burst where you stand.

No hazards

Level 70 floor plan

Level 70 Ruler

The Hydra. Cut off a head and two grow back. Burn the stump with fire or an explosion. A Limit Break burns them all.

The Hydra⁠. No clock: the level ends when the ruler does.

Night Parade levels 71 to 80 · world notes

Level 80 floor plan

Level 80 Ruler

Gashadokuro. A giant skeleton at the edge of the arena. Break its hands. A Limit Break knocks the skull down.

Gashadokuro⁠. No clock: the level ends when the ruler does.

The Dreamscape levels 81 to 90 · world notes

Level 90 floor plan

Level 90 Ruler

The Painter. It paints monsters and walls, then repaints the world. A Limit Break washes its paint away.

The Painter⁠. No clock: the level ends when the ruler does.

Nekoshi & Friends levels 91 to 100 · world notes

Level 91 floor plan

Level 91

New: Boo. It floats through walls and fades away. You can't hit it while it's gone.

No hazards

Level 92 floor plan

Level 92

New: Squib. The floor is flooded. If its ink hits you, it covers your whole screen.

Flooded floor

Level 94 floor plan

Level 94

New: Peep and Fang. Peep drops things on you from above. Fang dives at you.

No hazards

Level 95 floor plan

Level 95

New: Bonzo. It swings in from above and throws poop. The mess is slippery.

No hazards

Level 97 floor plan

Level 97

New: Gloop. It splits in two when it dies.

Falling Mugs. Mugs get knocked off the shelf. Watch for their shadows.

Holes (5) · Falling mugs every 3.4s

Level 98 floor plan

Level 98

New: Sporey and Hopkin. Sporey puffs spores. Hopkin's tongue pulls you in.

Falling mugs every 3.2s

Level 99 floor plan

Level 99

New: Upa. Hurt it and it runs to water to heal. Keep hitting it.

Holes (5) · Puddles (4) · Falling mugs every 3s

Level 100 floor plan

Level 100 Ruler

Giant Nekoshi. Mice, balls, yarn and zoomies. Hit it hardest while it naps.

Giant Nekoshi⁠. No clock: the level ends when the ruler does.

After level 100

Beating Giant Nekoshi earns the Level 100 badge and the choice to keep going. From level 101 the worlds break apart, and no level is laid out in advance any more.

The Fractured World

Every level from 101 is rolled fresh each time you reach it.

The arena

One world's arena, or more often two worlds split by a glowing rift.

The monsters

Six types drawn at random from every world in the game.

The hazards

Each world in the arena brings its own. A split arena gets one from each world. A whole arena gets all of its world's.

Waves, no clock

Two waves at level 101 and one more every ten levels, up to six. The monsters get a little tougher every level.

Each rolled level also gets one twist:

TwistEffect
FastMonsters move 20% faster.
ToughMonsters have 30% more health.
GlassYou take 40% more damage. Monsters have 30% less health.
SwarmHalf as many monsters again, each with less health.
No CoverThere is no cover this level.
BountyCoins are worth double.

Six of the arenas the game rolled while this guide was being put together:

A roll of level 101: Night Parade and Deep Freeze

Level 101

Night Parade and Deep Freeze. Two worlds split by a rift, one hazard from each.

Torii gates · ice

Twist: Glass. You take 40% more damage. Monsters have 30% less health.

A roll of level 107: Deep Freeze and Dragon's Keep

Level 107

Deep Freeze and Dragon's Keep. Two worlds split by a rift, one hazard from each.

Whiteout · rising lava

Twist: Bounty. Coins are worth double.

A roll of level 116: The Wildwood

Level 116

The Wildwood. One world, with all of its hazards.

Fairy rings · thorns

Twist: Fast. Monsters move 20% faster.

A roll of level 123: Invasion and The Dreamscape

Level 123

Invasion and The Dreamscape. Two worlds split by a rift, one hazard from each.

Laser fences · the melting floor

Twist: Glass. You take 40% more damage. Monsters have 30% less health.

A roll of level 127: Infernal Circus and The Dreamscape

Level 127

Infernal Circus and The Dreamscape. Two worlds split by a rift, one hazard from each.

The carousel · melting clocks

Twist: Tough. Monsters have 30% more health.

A roll of level 134: Dragon's Keep and Infernal Circus

Level 134

Dragon's Keep and Infernal Circus. Two worlds split by a rift, one hazard from each.

Meteors · the carousel

Twist: Swarm. Half as many monsters again, each with less health.

The rulers return

Every tenth level from 110, rulers come back: one at level 110, two at 120 and 130, three from 140 on. Rulers that return together share an arena split between their worlds, and they use moves borrowed from rulers who are not in the fight.

Level 140: three rulers at once
Level 140: the Hydra, the Brood Queen and Gashadokuro at once, in an arena split between the Wildwood and the Hive.

The Ten

Level 200 is The Ten: all ten rulers, one after another, each in its own world. After that the levels keep going for as long as you do.

The Ten, stage 8: Gashadokuro
The Ten, stage 8 of 10: Gashadokuro in the Night Parade.

How it is drawn

Almost everything on screen is drawn by code while the game runs. There are no sprite sheets and no level files.

The hero

A white ink stick figure, drawn line by line every frame. The legs step through a run cycle, the body leans into the run, and the eyes follow your aim.

The monsters

Pixel sprites built from simple shapes on a small grid, outlined automatically, given a face and painted from a palette. They all share one pixel size, so they read as one family.

The arenas

Each world paints its own floor, cover and pools of light once per level, then adds a few live details: spotlights, braziers, falling petals. Nekoshi's world is the exception: its arena is built from the pictures on the Nekoshi & Friends website.

Colour and warnings

Colour is kept for meaning: red for danger, gold for coins, green for healing. Every hazard warns before it hurts, with a ring, a crack, a dashed line or a glow.

Stickfinity is built by Jef van de Graaf⁠. © 2026 Jef van de Graaf. All rights reserved.

Everything on this page comes from the game as it was on September 30, 2026.