Added

4 changes
  • Two new themes, five maps each:

  • Glass (Atrium, Prism, Shatter Point, Greenhouse, Crystal Spire): glass towers and conservatories. The ledges are breakable glass panes - shoot or punch one out from under someone and it’s gone for the round. Plus a turning glass prism, a revolving door, crystal chandeliers that swing back when you hit them, and shards falling from the spire.

  • Ice Peak (Base Camp, Icicle Ridge, Crevasse, Ski Lift, Summit): snowy mountainsides with icicles that snap off and squash whoever is under them, ice floes that sink a moment after you land, a chairlift, a cable car swinging over a crevasse and a giant rolling snowball.

  • YOU marker: while your aura burns, a YOU badge and arrow bob over your head so you can find yourself at a glance.

Improved

7 changes
  • Every theme now has the same five kinds of map, so you always know what you’re in for: a flat floor with platforms, the same with a physics part or two, one with gaps and pits to fall through, a medium map with two or three physics parts, and a large map with three or four where the camera follows the fighters. That’s 60 maps across 12 themes. Space gets a large map of its own: Deep Space, a wrecked station drifting in low gravity. Maps that didn’t fit the pattern, including the Forest maps, are out of the rotation for now.

  • “That’s you” aura: it reaches further out round you, little blue bolts of electricity crackle through it, and it lasts longer - 7 seconds into a round, 6 after a respawn, and now when you first join a game in progress too.

  • Crosshair: a cleaner split ring in your colour with a dot in the middle, outlined in black on light maps and in white on dark ones.

  • Weapon card: much smaller - the weapon’s name and ammo on one line and one bar under it (your ammo, or your guard when you’re bare-handed). With C4 out it just tells you how to blow it. Spring shoes, the reflector and the jetpack sit beside it as small matching stickers.

  • ESC menu: a wider, shorter page - Resume and Profile on top, the match and help on the left, your settings on the right, and Rate, Suggest and Leave along the bottom.

  • Lobby settings: the page sits lower on the screen and is wider, so the long Weapons page takes less room, and the tabs along the top stay in the same spot on every page.

  • Traps and charges last the round: bear traps and banana peels now stay until the round ends, like landmines (they used to go after 30 seconds). C4 stays put if you die or throw the remote away, and any explosion that reaches a charge sets it off, so they chain. Up to 32 landmines and 32 traps at once.

Fixed

5 changes
  • Setting the volume to 0 now mutes the game completely.

  • The practice banner told you to add bots with a console command that only worked in the editor. It now points to ESC > Add bot, and hosts can use the bot console commands too.

  • Crawling while lying down no longer builds up huge speed, and turning round while prone no longer flings you.

  • Your fighter no longer casts a dark silhouette on the background behind it.

  • Errors some players saw mid-match (“Position is NaN”) that could break effects.

Added

4 changes
  • Join and leave alerts: when a player joins or leaves, a line pops up in the chat with their name in their colour, the chat comes back up on screen, and a chime plays - a bright rising one for joining, a softer falling one for leaving. Bots come and go quietly.

  • Swing on the Harpoon Gun: stick a harpoon in a wall, floor, ceiling or the underside of a platform and you hang on its rope and swing and reel in, just like the grappling hook. Jump to let go. Hit someone and it still reels them straight to you.

  • Cluster Bomb bomblets you can see: five little bombs with a hazard stripe, a sparking fuse and a blinking red light tumble out, bounce along the floor and go off where they land.

  • Bear Trap sounds: a metal ratchet and spring creak as it’s set, and a sharp metal snap when it catches someone.

Improved

12 changes
  • 150 health: everyone now starts with 150 HP by default (Big boy mode 300, Small boy mode 100). A saved lobby still on the old 100 moves up to 150 once; any other value you picked stays.

  • 12% less gravity: jumps go higher and float a little longer, so it’s harder to fall off the map. Bots plan their jumps with the new gravity.

  • Melee weapons never run out: swords, bats, hammers, katanas, the spear, chainsaw and the rest have no swing count any more - the weapon card shows an infinity sign. You can still throw them.

  • Throw it away, pick it up full: any weapon or gadget you throw comes back with full ammo, swings or charges when you pick it up again, not just guns.

  • C4, glue and landmines last the round: they don’t fizzle out, dry up or vanish any more - they stay put until the round ends, then they’re cleared. (Up to 40 glue patches and 16 landmines at once; past that the oldest goes.)

  • Sniper: much less recoil - it shoves you back less than half as far, and the barrel barely climbs.

  • Ricochet: a thicker beam.

  • Shop Vac: does a quarter less damage, both the suction and the blast out the back.

  • Spring Shoes: a mid-air spring now launches you up and forward the way you’re holding (or facing, if you’re not holding a direction), instead of wherever your crosshair happened to be.

  • Weapon tips stay on screen longer when you pick something up.

  • Smoother camera at the top of the map: no more snapping wide and back when someone goes up past the top, or jumps around under the player cards - the camera eases in and out instead.

  • New chat lines slide in.

Fixed

2 changes
  • The Great Wheel: the cars were too short to stand up in. They’re taller and a little wider now, and still ride the same circle, so every jump on the map works as before.

  • Stormy Docks: removed the giant wooden mast standing in the water behind the ship.

Added

15 changes
  • Night mode: the whole interface now comes in a dark theme - menus, player cards, the weapon card, controls, settings, Locker, Profile, everything. It’s the default; switch between Light and Dark under Settings in the ESC menu.

  • Sawed-Off: a short double barrel. Huge spread, enormous knockback, and point blank it’s an instant kill. Two slow, heavy shots, then it breaks open to reload.

  • Refractor: fires a slow crystal bullet that shatters into 4 shards mirrored off whatever it hits - walls, floors or people. Careful, the shards can come back at you.

  • Refractor Launcher: lobs a crystal grenade that bursts into 16 shards all the way round.

  • Grenade Launcher: lobs grenades in a slow arc. They bounce once at most - the second thing they touch, they blow.

  • Glue Gun: fully automatic glue balls. Little goops on the floor and walls catch anyone who walks into them with stretchy, wobbly strands of goo - the more glue in a goop, the more places it grabs you (feet, knees, hips, hands). You can lean and shuffle a little way, but the goo pulls you back like a rubber band until you mash jump hard enough to pull free, and the strands snap. Stretch into another goop while you’re stuck and it grabs you too. A direct hit coats people so they stick to walls, to each other, and to grenades.

  • Giga Laser: a rare drop with only 3 shots. A line across the whole map shows where it will fire. Click, hold still for a second while it charges, and a laser blasts straight through every wall on the map, pulsing thin to fat. Anything it touches dies.

  • Smoke Grenade: a huge cloud of thick, slightly see-through smoke. Nobody can see who’s inside - not even their name tag (yours disappears in there too) - and bots lose track of you: they can still shoot into the smoke, but only at where they think you are.

  • Molotov: smashes on whatever it hits and sets it on fire - the floor, a wall, even the underside of a platform, where the flames hang down and curl round the edges. Real-looking fire with smoke, sparks and a warm glow. Anyone touching the flames burns.

  • Disco Grenade: a mirror ball pops up, drops a dark, pounding disco track and sweeps red, green and blue lasers around the room in time with the beat. They burn.

  • Gas Grenade and Gas Launcher: clouds of poison gas that hang around and drift. Stay out.

  • C4: left click throws a charge that sticks to anything - walls, floors, people (right on the arm, leg or head it hit). Right click blows them all up.

  • Reflector: worn on your chest like the jetpack. The next 4 shots or throws at you - bullets, rockets, grenades, molotovs, C4, thrown weapons - go straight back where they came from.

  • Name tags setting: switch off the names over everyone’s heads under Settings in the ESC menu.

  • s&box achievements: all 22 achievements are now real s&box achievements - they show on your s&box profile and add to your s&box score. Any you’d already earned unlock the next time you play.

Improved

14 changes
  • Guns that run out of ammo vanish in a puff instead of hanging around. You can only throw a weapon while it still has ammo - so throw it before it’s empty.

  • Close throws are gentle: a weapon tossed near your feet only drops there and is soon ready to pick up again.

  • Deagle: now a real .50 hand cannon - much louder and heavier, 48 damage, and a wrist kick so big that quick shots throw your aim right over to the other side of the screen, or down at your feet.

  • Gravity Gun (was the Anti-Gravity Gun): instead of floating people away, every hit makes them heavier. Stack it up and they can barely jump. An iron ball on a chain grows at their ankle.

  • Gold God Gun: fires a big golden God bullet with a short streak instead of a beam.

  • Crossbow: every bolt is fire-tipped and sets whoever it hits alight.

  • Time Gun: shoot a wall or the floor and the bubble of stopped time opens right there. Time bubbles now freeze the map’s machinery too - windmills, wheels, stamps, conveyors, seesaws, trees and dominoes stop dead and carry on afterwards.

  • Dominoes are real physics now: walk into one, punch it, shoot it or blow it up from either side and it tips over and knocks the next one down. The row stands back up after a few seconds.

  • Sticky Bomb is now Semtex: it beeps faster and faster before it goes off. Like C4, it sticks right where it hits someone - their arm, leg, chest or head - and stays on that limb; one that lands next to someone’s feet stays on the floor.

  • Boomerang looks like a proper boomerang when it’s lying on the floor.

  • Swap Ray has its own look: teal and orange, with arrows pointing both ways.

  • Controls list starts with the mouse buttons, then jumping (hold for a longer jump, and the jetpack note), then the rest.

  • Player cards have a new look: a torn strip of paper with a round portrait badge, a highlighted name and a slanted health bar, in both light and dark themes.

  • Things that stick go along for the ride: Semtex, C4, glue, Molotov fire, landmines, banana peels, bear traps, arrows and bolts now stick to the moving parts of physics arenas - seesaws, windmill sails, the ship’s deck, wheel gondolas, dominoes - and to the sliding platforms on the classic maps, and move with them. If a part drops away, they fall with it.

Fixed

4 changes
  • Mid-air kicks and punches could hit people from further away than they looked.

  • The Disco Grenade looked like a plain grenade when you held it facing left.

  • Test commands in the console (like giving yourself weapons) only work in the editor now, not in the published game.

  • You could end up inside a platform after jumping up past its end or corner - sitting in it with your legs through it, unable to jump. Now you land on top. Bodies flung up through platforms don’t get stuck in them either, and standing under a low platform you duck under it instead of poking your head through.

Added

3 changes
  • Final standings at the end of every match: the scoreboard comes up after the winner’s banner and stays a few seconds longer, so you can actually read it.

  • Randomize in the Locker: roll a die for a random outfit from everything you’ve unlocked.

  • Quick Join on the title screen, above Join a game: drops you straight into the busiest open game.

Improved

19 changes
  • The whole interface is drawn on paper now, to match the stick figures and the doodle maps:

  • Title screen: the menu is an index card of paper buttons, and Start a game / Join a game open as paper cards with a marker arrow pointing at them. Start a game opens and closes like a toggle, and starts closed.

  • Lobby settings: a ruled notebook page with big coloured divider tabs for Match, Players, Weapons, Maps and Bots. Each page is tinted to match its tab and is only as tall as what’s on it.

  • ESC menu: a taped notebook page with pencil sliders and tick boxes, beside a “Your stick” index card and an Invite friends card pinned on.

  • Locker: a notebook page with divider tabs, every item on its own little card (locked ones pencilled, achievement rewards on green sticky notes, legendaries on gold paper), and your stick shown in a polaroid.

  • Profile and Achievements: sheets of notebook paper, with the daily challenges as a to-do list you tick off. The controls panel is paper too.

  • In game: round banners hit like a fighting game: big comic lettering on a brush stroke of ink (in the winner’s colour when someone takes the round), FIGHT! on a red impact burst, a gold burst for the match winner, and the 3-2-1 countdown slams onto jagged paper bursts with speed lines. The kill feed is strips of paper, notices are sticky notes, and the weapon card, name tags, chat and scoreboard are paper too.

  • Between rounds: the map vote is three index cards with a sketch of each map and the votes as tally marks, and level-ups and achievements pop up as sticky notes.

  • Not all white: menus come in pale stationery colours: a lilac title menu, peach and blue Start and Join cards, a blue pause menu, a mint Locker, pink Achievements, a manila scoreboard and a yellow legal pad for the chat.

  • Typing boxes (chat, lobby name, suggestions) are paper too.

  • Bots aim like their difficulty: easy bots swing their arm slowly and wobble all over the place, normal bots are a bit off, hard bots are quick and steady.

  • Deagle and Gold God Gun: hardly push you back any more. Instead they have wrist recoil: every shot kicks the barrel up, it climbs as you keep firing, and it settles back down to your crosshair when you stop.

  • Cyber Katana swings much faster (a little less damage per hit).

  • Katanas are held the right way round, with the curve facing away from you.

  • Shop Vac: sucks people in and blasts them out the back the other way. Big swirling suction lines show where it’s pulling, so it’s nothing like the Leaf Blower.

  • Nail Gun: bigger, brighter nails with a streak.

  • Meteor Staff: held upright like a staff. The meteor appears high in the sky and falls straight onto the spot you clicked.

  • Chat: long messages wrap onto the next line instead of being cut off, in the chat and in speech bubbles. When you’re knocked out, your bubble hangs over your body, and if your body is off the screen it pops up at the nearest edge, pointing your way, without covering the chat or your weapon card.

  • New sounds: cartoony punches, knockouts, jumps, landings and whooshes; pencil-tap menu clicks, page flips, a marker scribble and pop when you equip something, and a dice rattle for Randomize.

Known Issues

4 changes
  • Two players could end up with the same colour in a full lobby.

  • On Lumber Camp, riding a falling tree down on its top side killed you when it landed.

  • Outlines that didn’t follow the shape on some maps: the rubber pads under the stamps on Rubber Stamp, and the deck line across the ship’s cabin on High Seas.

  • Debug messages (who died, who respawned, chat lines) no longer show up in the top left of the screen.

Added

15 changes
  • 10 big maps, about twice the size of the others, each with several different physics events going on at once:

  • Spiral Bound (Notebook): blocks drop on the left page, a plank bridge crumbles over rising ink, an eraser slides overhead, two pinned sticky notes spin and a paper pinwheel turns.

  • Desk Job (Desk): rubber stamps, a row of dominoes, a ruler seesaw, a marble rolling along the top shelf and a crayon lift.

  • Final Exam (Chalkboard): a balance over spikes, a ruler turnstile, crumbling chalk stepping stones over a second spike pit, a tetherball and an eraser lift.

  • Machine Shop (Blueprint): stacked conveyor belts, saws moving up and down, a rising ink vat, a gear carrying platforms and a three-stamp press.

  • Page Turner (Comic): heavy bags that knock into each other, a wrecking ball, a sliding panel, crumbling borders and KA-POW blocks dropping.

  • Hard Hat Zone (Rooftops): hoist pallets, falling girders, loose boards, a crate on a hook, a sign that flips over and a window-cleaner lift.

  • Magma Works (Volcano): a rolling boulder, volcanic bombs, crumbling slabs under a spiked flail, a rock raft and rising lava.

  • Temple Gardens (Dojo): lanterns, a temple bell, a crumbling bamboo bridge, a rocking rowboat and a water wheel.

  • Lumber Camp (Forest): two trees that topple, a rocking log raft, a conveyor mill floor, a saw on a rail, a crumbling rope bridge and a swinging battering log.

  • Stormy Docks (Harbor): cargo crates dropping, a crate on a hook, a rolling ship, a crumbling boardwalk, bobbing buoys and a rising tide.

  • On the big maps the camera follows the fighters instead of showing the whole map at once.

  • Spawn shield: with more than one life, you can’t be hurt for 2 seconds after you come back. A shimmering bubble shows round you and your card says SPAWN SHIELD. Traps don’t go off under you either. Falling off the map still kills.

  • First blood is announced out loud by a deep announcer voice.

  • Whoever is inked now has ink on their head that everyone can see.

Improved

15 changes
  • Riot Shield: held up in front of you, covering your body. Attacking thrusts it out and shoves away anyone in front of it.

  • Meteor Staff: click a spot and a meteor comes down from the sky onto it. A red ring marks where it will land.

  • Gold God Gun: now a direct energy weapon that fires a golden impulse beam instead of a rocket. It fires faster, has infinite ammo and kicks much harder.

  • Deagle: much more recoil.

  • Spring Shoes: now worn on your feet when you pick them up, like the jetpack goes on your back, so you keep your weapon. Your jumps are bouncier, and pressing jump again in mid-air springs you hard wherever you’re aiming. They have 8 springs (shown next to your weapon) and pop off when they’re used up.

  • Railgun: big flashes and sparks at every point the beam touches, on walls and on every person it goes through.

  • Banana Peel: slips you along the floor instead of launching you upwards.

  • Bullet reflects: sending a bullet back plays the same parry sound as deflecting a punch.

  • Morning Star: the spiked ball kills instantly.

  • Death walls: the walls on the left and right are further out.

  • Camera: when someone is up at the top of the map, the camera moves up so the player cards don’t hide them, and shows less of the bottom if nobody is down there. It only follows people a little way above the top of the map: anyone flung higher shows as an arrow in their colour at the top of the screen.

  • Backgrounds cleaned up so nothing behind the arena looks like a platform: no more floating trees or stumps under Treehouse, Windmill Hill and Timber!; no rocks, buoys or water tanks next to the platforms; no mugs or book piles behind the real ones on the desk maps; the moon and space rocks moved further back; the pagodas moved off to the sides.

  • Bots notice when they’ve stopped moving, give up on what they were going for and get going again.

  • Giant Fish and Anvil have been removed.

  • If the host leaves, the next player to have joined takes over. The game now carries on with the same settings and tells everyone who the new host is.

Fixed

5 changes
  • Sticky bombs didn’t stick to people.

  • Bots could freeze in place when jumping for a very narrow ledge.

  • An error at the top of the screen (“Exception when calling ‘Update’ on Stick.StickHud”) when someone sent a very short chat message, such as “z”.

  • Inviting a friend from the friends list opened s&box’s “Create Party” screen, which couldn’t be closed.

  • The ink from the Ink Blaster could stay on screen after it should have worn off.

Areas
62 changes in this update

Added

43 changes
Arenas
  • Windmill Hill – Forest: ride the windmill's turning sails across the gap

  • Turnstile – Comic: a giant turnstile snaps a quarter turn and flings whoever is on it

  • Morning Star – Volcano: a huge spiked flail whirls over a lava lake

  • Wrecking Crew – Rooftops: a wrecking ball swings across the rooftops at head height

  • Clock Tower – Rooftops: ride the clock's pendulum between two far-apart rooftops

  • The Great Wheel – Blueprint: hop into a Ferris wheel car and ride it over the pit

  • Assembly Line – Blueprint: conveyor belts carry you to the edges and keep reversing

  • Rubber Stamp – Desk: three giant rubber stamps slam down one after another

  • High Seas – Harbor: a ship rolls on the waves and everyone slides towards the sea

  • Boulder Dash – Volcano: a boulder rolls from wall to wall, so jump it or get up high

  • Block Party – Notebook: blocks drop out of the sky, squash whoever is under them, then stay as platforms

  • Orbital Ring – Space: platforms orbit a space station on two rings in low gravity

  • Teeter Totter – Chalkboard: land hard on one end of the ruler to launch whoever is on the other

  • Timber! – Forest: tip the tree with weight, punches or a hard landing and it flattens anyone underneath

  • Rickety Bridge – Harbor: every plank gives way a moment after you stand on it

  • Lantern Swing – Dojo: paper lanterns over a koi pond to stand on, swing and knock together

  • Tip the Scales – Chalkboard: a giant balance over spikes where the side with more people sinks

  • Pushpin Panic – Notebook: sticky notes pinned through the middle spin if you stand off-centre

  • Heavy Bags – Comic: hit the punching bags hard enough and they swing back and flatten someone

  • Domino Rally – Desk: push one giant domino over and the rest follow, flattening anyone in the way

Weapons
  • Deagle – a hand cannon: 38 damage, dead accurate when fired slowly, sprays when spammed

  • Cyber Katana – every swing knocks bullets, rockets, arrows and thrown weapons back along your aim

  • Flail – a spiked ball on a real swinging chain with huge reach and knockback

  • Crossbow – a fast, flat bolt for 80 damage

  • Kar98k – a bolt-action rifle: 100 damage, and you work the bolt between shots

  • Gold God Gun – fires one golden God shell that explodes on impact, but if its own shell or blast hits you, the gun is gone

  • Time Gun – freezes whoever it hits in a bubble of stopped time for 3 seconds

  • Time Grenade – a ticking pocket watch that bursts into five bubbles of stopped time

  • Extra Life – a heart pickup that gives you one more life this round, whatever you're holding

Stopped time
  • Time bubbles – fighters, bodies, rockets, grenades, arrows and loose weapons freeze inside and carry on when time starts again

  • Frozen hits – hits on a frozen fighter still count, and all the knockback lands at once when time restarts

Combat
  • Prone block – raise your guard while lying down, deflects included

  • Low jab – attack bare-handed while lying flat to hit fighters who are down too

  • Shotgun pogo – shoot at the floor to bounce yourself up

  • Crushing – a falling tree, domino, dropped block or stamp that pins you is lethal

Lobby
  • Game mode presets – Normal, Chaos, Slow mode, Fast mode, Big boy, Small boy and Fun mode, each with its own weapon settings

  • Unselect all – switch every weapon off in the weapon list, then pick the ones you want, and none at all means fists only

Visuals
  • That's you aura – your fighter burns with a super-power aura in your colour during the countdown and the first 5 seconds

  • Locker live preview – your stick figure shows off what you've picked, and hovering any item tries it on

  • Pickup tips – picking up a weapon shows a line about what it does

  • Corner blasts – falling out of a corner of the screen fires a diagonal blast from that corner

Community
  • Rate the game – a button on the title screen and Esc menu that opens the game's page to like, favourite and review it

  • Suggest an idea – send ideas, bugs and weapon or map requests straight to the developer from the title screen or Esc menu

Improved

9 changes
Combat
  • Melee reach – punches, kicks and melee weapons reach exactly as far as they look and scale with player size

  • Rockets – a direct hit explodes on the target for the full 100 damage

  • Minigun – bullets are now fat white-hot slugs racing down the tracer

  • Teleport Gun – blinks you through one-way and thin platforms and lands you on top

  • Gold God Gun – now fires a single explosive God shell instead of a laser, with a deep cannon boom

Lobby
  • Weapon and map lists – fit all 39 weapons and items and all 50 maps

  • Health bars – show your HP number, with splits that follow the lobby's max health

Bots
  • Difficulty – easy bots aim wide and react slowly, while hard bots aim true, guard, dodge rockets, lead moving targets and go prone under fire

  • New tricks – bots grab Extra Lives, swing the Cyber Katana at incoming fire, and ride and avoid the moving parts on the physics arenas

Fixed

7 changes
Combat
  • Point-blank rockets – no longer fly through the person you're aiming at

  • Rocket self-kills – your own rocket can't kill you if it hit someone else first

  • Picking up weapons – weapons now fire straight away instead of waiting out the punch timer

Bots
  • Add and Remove bot – the buttons did nothing because auto-fill put the bots straight back

  • Winning bots – no longer jump off the map between rounds

Physics arenas
  • Fallen tree – bodies were split in half under it instead of being crushed

  • Outlines – no longer drift off moving objects on the physics arenas

Known Issues

3 changes
Arenas
  • Station ceiling – with the Low Gravity twist or a jetpack you can end up on top of Station's ceiling, out of view, and the edge arrow shows where you are

Bots
  • Moving platforms – on Scribble Pit and Crane, bots only ride a platform across the gap when one is close, otherwise they wait or take the high route

Online
  • Laggy overlaps – with a lot of lag, two fighters' bodies can overlap for a moment