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.
Open for playtesting
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.

Play it at stickfinity.net. It needs a keyboard and a mouse.
This guide gives everything away, the last world and its ruler included.
A run starts at level 1 and goes on until you die. Every level follows the same steps.
There is no save. Die and the run starts over at level 1, unless you are holding an Extra Life.


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.
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.
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.
The monster entries below mention Limit Breaks, buffs, fire and explosions. This is where those come from.
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.
Bought with coins in the Loadout Lab. Right-click uses the one in your hand.
Buffs are glowing pickups that last a few seconds.
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.
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.
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
A ruined rooftop city at night: cracked concrete, streetlights, zombies. The first world teaches dodging tells, headshots and staying out of acid.

Shambles in, raises its arms (the tell), hits, then backs off.
Springs at you from close range. Its head is tiny, so headshots are hard.
Rears up and lobs acid. The puddle keeps burning for a few seconds.
Hangs back, then charges in a straight line. Sidestep it.
Slow and fat. When it dies it bursts into toxic gas that hurts you and heals every monster standing in it.


Ruler · level 10

World 2 · levels 11 to 20
An alien landing deck: steel plates, hazard stripes, crates. The second world is about priorities: kill the support units first.

Keeps its distance and fires bolts. Close in on it.
packs of 3
Comes in packs of three. Fast, hits and runs.
flies
Flies. Locks a tractor beam on you and drags you toward it. Walk against the pull.
Splits into two weaker Clones when it dies.
flies
Flies. Shields the aliens near it, so they shrug off most damage. Kill it first.



Ruler · level 20

World 3 · levels 21 to 30
A haunted big top: a sawdust ring, drums, a carousel. The third world is about reading tells under pressure. Clowns die laughing.

Lobs bombs with a short fuse at where you are standing.
Chases and slaps. When you are near it raises both fists (a red ring grows at its feet), then slams the ground.
Stops, holds the knives up (the tell), then throws a fan of them.
Sits closed until you get close, then pops out. It can be shot while closed.
Winds up, then breathes a cone of fire. Stay out of its face.


Ruler · level 30

World 4 · levels 31 to 40
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.

packs of 4
Spiders come in fours. Small, fast, weak alone.
Spits webs that stick to the floor. You move at 45% speed in them.
Sits still and hatches spiders unless you break it first.
Travels underground where it cannot be hurt. The ground cracks under you, then it erupts.
Fast, and its bite poisons you for a few seconds.


Ruler · level 40

World 5 · levels 41 to 50
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.

flies
Flies. Circles you, then dives in a straight line.
Slow and heavy. Every footprint is a small pool of lava.
Stays back. Wards the monsters near him (they take 50% less damage) and heals them.
His shield stops shots from the front and turns slowly. Get round him or use explosives.


Ruler · level 50

World 6 · levels 51 to 60
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.

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



Ruler · level 60

World 7 · levels 61 to 70
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.

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.
flies
Drifts at you. Up close it flickers and swells, its blast ring showing, then bursts. Shoot it first.
flies
Darts in, steals your active buffs and five coins, and flees. Kill it and you get everything back.
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.
packs of 3
Come in threes. They crouch, then charge antlers first.



Ruler · level 70

World 8 · levels 71 to 80
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.

Crouches for a beat, then hops at you in an arc, straight over cover. Landing on you hurts.
flies
Flies. Opens its mouth (the tell), then breathes a cone of fire.
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.
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.
Keeps her distance. A line shows where her neck will go, then her head strikes along it, over any cover.



Ruler · level 80

World 9 · levels 81 to 90
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.

packs of 5
Come in fives. Fast, weak alone.
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.
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.
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.
Melts into a puddle that cannot be hurt, slides under you (a ring shows where) and rises.


Ruler · level 90

World 10 · levels 91 to 100
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.

A toy mouse. Fast, weak. Giant Nekoshi throws them.
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.
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.
Keeps its distance and fires discs that bounce off cover and the arena's edges three times.
flies
Flies. Passes over you and drops something as it goes by. A ring shows where it lands.
flies
Flies. Flutters round you, rears back (the tell), then dives straight through where you were.
Swings in on a vine, over cover, and throws poop. Where it lands stays slippery for 8 seconds.
Tunnels to the hole nearest you, peeks out (the tell), pops up and throws dirt, then ducks back down. It cannot be hurt underground.
Slow. Splits into two Glooplings when it dies.
Waddles after you and puffs a cloud of spores that stings while you stand in it.
Hops to range and aims (a dotted line). Its tongue grabs you and reels you in.
Once it is hurt it runs to the nearest puddle and heals there, unless you keep hitting it.




Ruler · level 100



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.
Mother Rot. Ruler of the Dead City. Her head is the weak spot.
Mother Rot. No clock: the level ends when the ruler does.
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)
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.
New: Oni Strongman. Slams the ground. Get out of the red ring.
No hazards
New: Juggler. Throws knives in a fan. Step between them.
No hazards
New: Jack-in-the-Box. Sits closed until you get close. Shoot it first.
The Carousel. Its horses are cover, and they move.
The carousel
New: Fire-Breather. Breathes a cone of fire. Stay out of its face.
The carousel
Pendulum Blades. They swing on a line and cut anything in the way. Monsters too.
The carousel · Pendulum blades (2)
The carousel · Pendulum blades (2)
The carousel · Pendulum blades (3)
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.
New: Burrower. Travels underground. When the ground cracks under you, move.
No hazards
Blackout. The lights are out. Your shots light the way.
Blackout
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.
New: Wyvern Hatchling. Circles you, then dives. Sidestep the dive.
No hazards
New: Magma Golem. Slow and heavy. Its footprints are lava.
No hazards
New: Dragon Priest. Wards the monsters near him and heals them. Kill him first.
No hazards
New: Dragon Knight. His shield stops shots from the front. Get round him, or use explosives.
No hazards
Rising Lava. Now and then the edges flood. Stay off them.
Meteors. Watch for the rings. Get out before they land.
Rising lava · Meteors every 2.6s
Rising lava · Meteors every 2.3s
Rising lava · Meteors every 2s
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.
New: Frost Wraith. Every touch chills you. Three and you freeze solid.
No hazards
New: Snowball. It grows as it rolls. Kill it while it is small.
No hazards
Ice. Sheets of ice on the floor. You slide on them.
Ice sheets (3)
Whiteout. Snow banks drift across the arena. Anything could be inside.
Ice sheets (4) · Whiteouts (2)
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.
New: Will-o'-wisp. It flickers, then bursts. Keep your distance or shoot it first.
No hazards
New: Fairy. Steals your buffs and coins. Kill it to get them back.
No hazards
Fairy Rings. Step into one ring of mushrooms and you come out of another.
Fairy rings (2 pairs)
New: Basilisk. Keep your aim on it too long and its gaze turns you to stone.
Fairy rings (2 pairs)
New: Jackalopes. They come in threes and charge.
Fairy rings (2 pairs)
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.
New: Umbrella Yokai. It hops at you, right over cover.
No hazards
New: Lantern Ghost. Breathes fire. Stay out of its mouth.
No hazards
New: Kappa. Tough. A headshot spills the water on its head and stuns it.
No hazards
Torii Gates. Monsters walk into one gate and out of another.
Torii gates (2 pairs)
New: Kitsune. It makes copies of itself. Only the real one has a shadow.
Torii gates (2 pairs)
New: Rokurokubi. Her neck stretches over walls. Watch for the line.
Torii gates (2 pairs)
The Night Parade. Spirits march across the arena. Get out of their lane.
Torii gates (2 pairs) · The night parade every 16s
Torii gates (3 pairs) · The night parade every 14s
Torii gates (3 pairs) · The night parade every 12s
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.
New: Stilt Elephant. It walks over walls. Stay out from under its feet.
No hazards
New: Drawer Man. Watch the drawers. Keys, ants or a lit match come out.
No hazards
Melting Clocks. Time runs slow in the blue pools and fast in the orange ones. For everyone.
Melting clocks (2)
New: Floating Eye. Its beam follows the red line. Cover stops it.
Melting clocks (2)
New: Melted Man. It melts into the floor and comes up under you.
Melting clocks (3)
The Melting Floor. Holes open in the floor. You can shoot across them, not walk.
Melting clocks (3) · Melting floor (2 holes)
Melting clocks (3) · Melting floor (3 holes)
Melting clocks (4) · Melting floor (3 holes)
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.
Giant Nekoshi. Mice, balls, yarn and zoomies. Hit it hardest while it naps.
Giant Nekoshi. No clock: the level ends when the ruler does.
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.
Every level from 101 is rolled fresh each time you reach it.
One world's arena, or more often two worlds split by a glowing rift.
Six types drawn at random from every world in the game.
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.
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:
| Twist | Effect |
|---|---|
| Fast | Monsters move 20% faster. |
| Tough | Monsters have 30% more health. |
| Glass | You take 40% more damage. Monsters have 30% less health. |
| Swarm | Half as many monsters again, each with less health. |
| No Cover | There is no cover this level. |
| Bounty | Coins are worth double. |
Six of the arenas the game rolled while this guide was being put together:
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.
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.
The Wildwood. One world, with all of its hazards.
Fairy rings · thorns
Twist: Fast. Monsters move 20% faster.
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.
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.
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.
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 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.

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